












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Items Vault 1.5.0Donators/Buyers bonus! Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 50 / 1041% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 45 (base 40) |
Dexterity | 40 (base 16) |
Constitution | 63 (base 60) |
Magic | 42 (base 21) |
Willpower | 110.85324217263 (base 60) |
Cunning | 111.88993162948 (base 60) |
Resources
Mana | 898/898 |
Equilibrium | 18 |
Vim | 296/296 |
Life | 688/688 |
Psi | 609/609 |
Stamina | 469/469 |
Hate | 42/100 |
Healing Factor | 1.8520256757679 |
Regeneration | 3.7966526353242 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +65.21134272266% |
Spell | 0% |
Global | +159.375% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 161 |
Accuracy | 68 |
Crit Chance | 77% |
APR | 127 |
Speed | 1.00 |
Offense: Offhand
Damage | 161 |
Accuracy | 68 |
Crit Chance | 77% |
APR | 127 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 71% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Arcane | +12% |
Mind | +69% |
All | 0% |
Lightning | +16% |
Light | +19% |
Darkness | +6% |
Fire | +6% |
Nature | +36% |
Offense: Damage Penetration
Lightning | +20% |
Nature | +10% |
Blight | +26% |
Arcane | +20% |
Mind | +81% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.299039190677 (68.311688311688%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 90.1 |
Spell Save | 91.45 |
Mental Save | 97 |
Defense: Resistances
Arcane | + 24%( 70%) |
Cold | + 20%( 70%) |
All | + 15%( 70%) |
Lightning | + 55%( 70%) |
Light | + 39%( 70%) |
Temporal | + 29%( 70%) |
Darkness | + 39%( 70%) |
Physical | + 24%( 70%) |
Mind | + 68%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Confusion Resistance | 100% |
Fear Resistance | 40% |
Teleport Resistance | 35% |
Disarm Resistance | 59% |
Bleed Resistance | 60% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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 424 damage for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 299 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Voracity | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Gestures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Lacerating Strikes |
talent | Volatile Poison |
talent | Forge Shield |
talent | Psiblades |
talent | Leeching Poison |
talent | Charged Shield |
talent | Daunting Presence |
talent | Apply Poison |
talent | Gesture of Pain |
talent | Skate |
talent | Deflection |
talent | Gloom |
talent | Kinetic Shield |
talent | Beyond the Flesh |
beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | Guarding against melee damage: Will dismiss up to 84 damage from the next 2.4 attack(s) with a 11% chance to counterattack. Guarded |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)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 Murgol. * 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1729. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 41% chance to cause random gloom * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Melee): +36 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Physical crit. chance: +21.0% Physical power: +16 (+4 eff.) Changes stats: +7 Cun / +9 Wil Reduces incoming crit damage: 15.00% Spell save: +35 (+1 eff.) Teleport immunity: +15% Massive two-handed swords. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 8 blight Changes resistances: +9% mind Changes resistances penetration: +26% blight / +26% mind Physical save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +44% Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +5% arcane / +3% nature Physical save: +6 (+0 eff.) Mental save: +12 (+2 eff.) Disarm immunity: +15% Stun/Freeze immunity: +5% Light radius: +2 See stealth: +6 See invisible: +6 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 | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +12 Cun / +12 Wil Changes resistances: +12% lightning / +13% temporal / +24% nature Changes damage: +16% nature Mental save: +25 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 481 mind damage and feed you 5 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 32% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +17 Fatigue: +3% Changes resistances: +9% lightning Physical save: +9 (+0 eff.) Mental save: +30 (+5 eff.) Disease immunity: +10% Teleport immunity: +20% A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Dex / +3 Mag / +5 Con Changes resistances penetration: +15% mind Mental save: +9 (+2 eff.) Psi when hit: +0.08 Mindpower: +6 (+1 eff.) Infravision radius: +2 See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +16 Defense: +17 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 mind Changes resistances: +3% temporal / +6% cold / +9% darkness / +23% mind Changes damage: +20% mind Spell save: +9 (+0 eff.) Life regen: +1.80 Maximum life: +82.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +2 Str / +10 Dex / +2 Wil / +9 Cun Changes resistances: +40% nature / +6% lightning Changes damage: +20% nature Reduces incoming crit damage: 15.00% Mental save: +15 (+3 eff.) Confusion immunity: +48% See invisible: +6 Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+4 eff.) Changes stats: +14 Lck Changes resistances: +11% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +30 (+5 eff.) Cut immunity: +60% Stamina each turn: +0.80 Mental crit. chance: +3% Healing mod.: +23% Reduce all damage from unseen attackers: 16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 397 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 98% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +82 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 nature When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 19 lightning / 4 temporal Changes stats: +4 Str / +2 Dex / +4 Mag / +8 Wil / +6 Cun / +3 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +16% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +4.00 Psi per kill: +4.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +5% Healing mod.: +27% Heals friendly targets nearby when you use a nature summon: +45 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to inflict 294.06 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 16.5 - 18.2 Uses stats: 98% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +82 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +17% acid / +21% mind / +6% darkness Equilibrium when hit: +4.80 Mindpower: +27 (+5 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 nature Changes resistances: +12% nature Changes resistances penetration: +10% nature / +10% mind Changes damage: +18% mind Physical save: +11 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +28% light / +30% mind / +19% darkness Changes damage: +6% fire / +19% light / +12% arcane Physical save: +19 (+1 eff.) Spell save: +21 (+1 eff.) Mental save: +40 (+7 eff.) Silence immunity: +46% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+7 eff.) Spell crit. chance: +4% 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. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 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 23 for 12 turns. While Heroism is active, you will only die when reaching -875 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 24 for 11 turns. While Heroism is active, you will only die when reaching -1071 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 839% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1048% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 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 It can be used to create a reflective shield (50% reflection rate, 234 strength, based on Magic) for 5 turns, costing 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. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stat: 72% Cun Damage type: Mind Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 cold Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +15% mind / +15% lightning Blindness immunity: +20% Knockback immunity: +20% Teleport immunity: +10% Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +40 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 20 physical Changes stats: +4 Str Changes resistances: +9% lightning Changes resistances penetration: +10% mind / +11% darkness Changes damage: +6% mind / +8% physical Stamina when hit: +2.00 Mindpower: +6 (+1 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +47 nature When wielded/worn: Changes stats: +12 Dex Changes resistances: +12% all Changes resistances penetration: +18% nature / +35% physical Changes damage: +12% nature Mana when firing critical spell: +2.00 Maximum mana: +80.00 Spellpower: +4 (+2 eff.) Defense after a teleport: +10 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +27% mind / +3% acid Changes damage: +6% lightning Reduces incoming crit damage: 10.00% Physical save: +7 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +36 (+6 eff.) Equilibrium when hit: +2.00 Hate when firing a critical mind attack: +6.00 Maximum hate: +21.00 Maximum psi: +33.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +25% 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. |
![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 26 arcane Changes stats: +6 Mag / +4 Wil / +4 Cun Changes damage: +40% lightning Talent granted: +1 Command Staff Critical mult.: +5.00% Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum mana: +167.00 Maximum hate: +4.00 Spellpower: +38 (+13 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+14 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+4 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.5 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.97 cold damage and 12.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to corrode armour by 30% * 14% chance to disease Damage (Melee): +11 blight / +17 darkness Damage against: +14% Living When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Changes damage: +6% acid Disease immunity: +24% Disarm immunity: +28% Light radius: +2 One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 acid Changes resistances: +3% acid / +15% fire / +13% cold Changes resistances penetration: +20% acid Changes damage: +6% temporal Reduced damage from: +36% Summoned Maximum life: +88.00 Maximum mana: +78.00 Maximum stamina: +55.00 Maximum hate: +18.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +39.00 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Global speed: +0% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +5 Mag Changes resistances: +7% fire / +6% cold Changes resistances penetration: +15% lightning Changes damage: +6% acid / +5% blight Physical save: +23 (+1 eff.) Disease immunity: +30% Spellpower: +11 (+4 eff.) A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+5 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 4.5 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 9 turns. Each creature hit by the storm takes 16.93 blight damage and is poisoned for 67.70 blight damage over 4 turns. The blight poison is especially virulent, and has a 73% chance to ignore poison immunity. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Damage when hit (Melee): 20 mind Changes stats: +5 Wil / +5 Cun / +6 Con Changes resistances penetration: +10% physical Changes damage: +12% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +6% Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 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 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 6.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 48.22 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 37% chance to daze at end of turn Changes stats: +5 Dex / +10 Wil / +5 Cun Changes resistances: +14% acid / +14% blight / +14% fire / +13% cold / +15% lightning Changes resistances penetration: +5% blight / +10% mind Changes damage: +6% blight Grants telepathy: Humanoid/Orc Mental save: +25 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+4 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 12 arcane Changes stats: +12 Str / +6 Dex / +12 Mag / +14 Wil / +7 Cun / +4 Con Changes resistances: +16% lightning Reduces incoming crit damage: 10.00% Life regen: +9.70 Maximum life: +108.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +6% Mindpower: +18 (+4 eff.) Mental crit. chance: +8% Healing mod.: +17% A suit of armour made of leather. |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 6.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 132.53 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +39% Confusion immunity: +22% Light radius: +9 See stealth: +15 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 7.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 69 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Ranged): +12 lightning / +17 physical / +11 blight / +18 bleed / +12 temporal Burst (radius 1) on hit: +12 arcane / +8 lightning Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Cun / +6 Mag Changes damage: +6% blight Mental save: +30 (+5 eff.) Mana each turn: +0.12 Equilibrium when hit: +0.12 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Damage Shield penetration: +20% It can be used to teleport randomly (rad 66), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Grants telepathy: All Mental save: +6 (+1 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% acid Talent cooldown: Strike (-2 turns) Talent granted: +8 Strike Physical save: +30 (+2 eff.) Mental save: +6 (+1 eff.) Poison immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +10% It can be used to fire a bolt of a random element with (base) damage 210 to 421, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Brainblade the Yeek Adventurer level 46
31st Pyre 123rd year of Ascendancy at 16:16 see stats
By Brainblade the Yeek Adventurer level 27
53rd Dusk 122nd year of Ascendancy at 09:09 see stats
By Brainblade the Yeek Adventurer level 45
30th Pyre 123rd year of Ascendancy at 02:11 see stats
By Brainblade the Yeek Adventurer level 50
55th Pyre 123rd year of Ascendancy at 09:41 see stats
By Brainblade the Yeek Adventurer level 50
51st Pyre 123rd year of Ascendancy at 09:33 see stats
By Brainblade the Yeek Adventurer level 10
3rd Flare 122nd year of Ascendancy at 15:07 see stats
By Brainblade the Yeek Adventurer level 48
48th Pyre 123rd year of Ascendancy at 14:17 see stats
By Brainblade the Yeek Adventurer level 40
16th Pyre 123rd year of Ascendancy at 05:35 see stats
By Brainblade the Yeek Adventurer level 34
69th Haze 122nd year of Ascendancy at 08:34 see stats
By Brainblade the Yeek Adventurer level 28
13rd Haze 122nd year of Ascendancy at 06:05 see stats
By Brainblade the Yeek Adventurer level 19
13rd Dusk 122nd year of Ascendancy at 20:52 see stats
By Brainblade the Yeek Adventurer level 43
26th Pyre 123rd year of Ascendancy at 16:54 see stats
By Brainblade the Yeek Adventurer level 18
9th Dusk 122nd year of Ascendancy at 19:13 see stats
By Brainblade the Yeek Adventurer level 50
55th Pyre 123rd year of Ascendancy at 15:59 see stats
By Brainblade the Yeek Adventurer level 10
3rd Flare 122nd year of Ascendancy at 15:06 see stats
By Brainblade the Yeek Adventurer level 20
13rd Dusk 122nd year of Ascendancy at 20:52 see stats
By Brainblade the Yeek Adventurer level 30
16th Haze 122nd year of Ascendancy at 01:16 see stats
By Brainblade the Yeek Adventurer level 40
15th Pyre 123rd year of Ascendancy at 12:19 see stats
By Brainblade the Yeek Adventurer level 50
49th Pyre 123rd year of Ascendancy at 05:49 see stats
By Brainblade the Yeek Adventurer level 46
31st Pyre 123rd year of Ascendancy at 16:46 see stats
By Brainblade the Yeek Adventurer level 31
36th Haze 122nd year of Ascendancy at 13:51 see stats
By Brainblade the Yeek Adventurer level 28
57th Dusk 122nd year of Ascendancy at 01:03 see stats
By Brainblade the Yeek Adventurer level 27
48th Dusk 122nd year of Ascendancy at 21:26 see stats
By Brainblade the Yeek Adventurer level 48
48th Pyre 123rd year of Ascendancy at 09:51 see stats
By Brainblade the Yeek Adventurer level 50
58th Pyre 123rd year of Ascendancy at 00:01 see stats
By Brainblade the Yeek Adventurer level 28
9th Haze 122nd year of Ascendancy at 14:09 see stats
By Brainblade the Yeek Adventurer level 49
48th Pyre 123rd year of Ascendancy at 15:15 see stats
By Brainblade the Yeek Adventurer level 27
53rd Dusk 122nd year of Ascendancy at 09:09 see stats
By Brainblade the Yeek Adventurer level 9
8th Mirth 122nd year of Ascendancy at 07:55 see stats
By Brainblade the Yeek Adventurer level 27
53rd Dusk 122nd year of Ascendancy at 09:09 see stats
By Brainblade the Yeek Adventurer level 32
41st Haze 122nd year of Ascendancy at 22:03 see stats
By Brainblade the Yeek Adventurer level 10
4th Dusk 122nd year of Ascendancy at 06:37 see stats
By Brainblade the Yeek Adventurer level 26
47th Dusk 122nd year of Ascendancy at 22:19 see stats
By Brainblade the Yeek Adventurer level 17
9th Dusk 122nd year of Ascendancy at 17:59 see stats
By Brainblade the Yeek Adventurer level 45
29th Pyre 123rd year of Ascendancy at 18:00 see stats
Log
There is an item here: Lisevena the drakeskin leather armour (17 def, 16 armour)
There is an item here: The Untouchable (14 def, 12 armour)
There is an item here: Flashvengeance (18 def, 8 armour)
There is an item here: Rogue Plight (6 def, 7 armour)
There is an item here: Magmaknave (13 def, 6 armour)
There is an item here: drakeskin leather armour 'Belokan' (5 def, 8 armour)
There is an item here: Vorona (3 def, 6 armour)
You carry too much--you are encumbered!
Drop some of your items.
Brainblade picks up (A.): Halikor (5 def, 8 armour).
You are no longer encumbered.
Brainblade drops on the floor: Ce'Nena (12 def, 40 armour).
Your Ce'Nena (12 def, 40 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Brainblade deactivates Lacerating Strikes.
Brainblade deactivates Kinetic Shield.
Brainblade deactivates Mental Tyranny.
Brainblade deactivates Gloom.
Brainblade deactivates Psiblades.
Brainblade deactivates Forge Shield.
Brainblade deactivates Deflection.
Brainblade deactivates Gesture of Pain.
Brainblade deactivates Leeching Poison.
Brainblade deactivates Skate.
Brainblade deactivates Apply Poison.
Brainblade deactivates Charged Shield.
Brainblade deactivates Beyond the Flesh.
Brainblade deactivates Volatile Poison.
Brainblade deactivates Daunting Presence.