
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Female |
| Race | Yeek |
| Class | Possessor |
| Level / Exp | 20 / 44% |
| Size | small |
| Lifes / Deaths | Killed by ritch flamespitter at level 12 on the 79th Pyre 122nd year of Ascendancy at 01:40 / 18Killed by Waixing at level 16 on the 9th Mirth 122nd year of Ascendancy at 18:36 Killed by giant eel at level 16 on the 1st Summertide 122nd year of Ascendancy at 03:10 Killed by Subject Z at level 17 on the 1st Flare 122nd year of Ascendancy at 06:27 Killed by Subject Z at level 17 on the 1st Flare 122nd year of Ascendancy at 06:41 Killed by ghoulking at level 17 on the 1st Flare 122nd year of Ascendancy at 12:34 Killed by Isenne the degenerated skeleton archer at level 17 on the 1st Flare 122nd year of Ascendancy at 13:54 Killed by ghoul at level 17 on the 1st Flare 122nd year of Ascendancy at 14:59 Killed by Betheda the halfling gardener at level 18 on the 51st Dusk 122nd year of Ascendancy at 02:05 Killed by Betheda the halfling gardener at level 18 on the 51st Dusk 122nd year of Ascendancy at 02:37 Killed by Elrlon the human at level 18 on the 51st Dusk 122nd year of Ascendancy at 16:45 Killed by lich at level 18 on the 51st Dusk 122nd year of Ascendancy at 16:57 Killed by lich at level 18 on the 51st Dusk 122nd year of Ascendancy at 17:08 Killed by Forgery of Haze (Aruriarama the war bear) at level 19 on the 53rd Dusk 122nd year of Ascendancy at 22:57 Killed by Aruriarama the war bear's temporal clone at level 20 on the 53rd Dusk 122nd year of Ascendancy at 23:26 Killed by Aruriarama the war bear at level 20 on the 53rd Dusk 122nd year of Ascendancy at 23:46 Killed by Velanor the cutpurse at level 20 on the 55th Dusk 122nd year of Ascendancy at 15:24 Killed by armoured skeleton warrior at level 20 on the 57th Dusk 122nd year of Ascendancy at 03:38 |
Primary Stats
| Strength | 21 (base 14) |
| Dexterity | 18 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 12 (base 10) |
| Willpower | 70 (base 48) |
| Cunning | 42 (base 28) |
Resources
| Life | 203/203 |
| Psi | 384/384 |
| Healing Factor | 1.4164835164835 |
| Regeneration | 0.35412087912088 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +122.59815079426% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 45 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 45 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (35.629139072848%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 32.06 |
| Spell Save | 33.58 |
| Mental Save | 37 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 4% |
| Confusion Resistance | 57% |
| Poison Resistance | 42% |
| Blind Resistance | 10% |
| Silence Resistance | 27% |
| Teleport Resistance | 10% |
| Pinning Resistance | 23% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Psionic / Possession | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic menace | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+13% global speed). Clarity |
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. | active |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 |
A compliation of all your achievements earnt. Heroic AchievementsYou are 16% of the way to your next Rank. You have killed: 16 Uniques 5 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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 |
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 |
Equipment
| On feet | Eleneleregas the pair of iron boots (0 def, 3 armour) Eleneleregas the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 8 mind Changes stats: +3 Str / +2 Mag / +2 Wil / +5 Cun / +3 Con Changes damage: +6% mind Critical mult.: +10.00% Maximum encumbrance: +23 Physical save: +5 (+1 eff.) Mana each turn: +0.13 Maximum mana: +25.00 Spell crit. chance: +2% Mental crit. chance: +2% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | insulating iron helm of constitution (+2) (0 def, 3 armour) insulating iron helm of constitution (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +5% fire / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 61.42 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Arotha [power 16] (20 cooldown) Arotha [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +1 Str Changes resistances: +9% nature Changes damage: +6% physical Disease immunity: +15% Knockback immunity: +10% Healing mod.: +10% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
| On fingers | Urthundur UrthundurInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 12 temporal Changes resistances: +7% blight / +24% cold / +6% nature / +3% temporal Changes resistances penetration: +5% arcane / +5% temporal Changes damage: +12% cold Poison immunity: +12% Disease immunity: +11% Disarm immunity: +25% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +22.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| Around neck | Zubosethra ZubosethraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +6 (+3 eff.) Defense: +9 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +6 Dex / +6 Wil / +8 Lck Changes resistances: +3% acid / +6% cold / +3% light / +15% temporal Changes damage: +6% physical Combat speed: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | Olurin (72% power, 12 apr, nature damage) Olurin (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar is wrathful to the hated. Power: 72% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +15% blight Changes damage: +3% acid Physical save: +6 (+1 eff.) Blindness immunity: +10% Confusion immunity: +5% Stun/Freeze immunity: +5% Equilibrium when hit: +0.70 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +7% 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 | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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 | Halildil the mossy mindstar (77% power, 12 apr, nature damage) Halildil the mossy mindstar (77% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural sand should be returned to the wyrm. This natural fire should be returned to the wyrm. Power: 77% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Damage when hit (Melee): 6 physical / 5 fire Changes resistances: +6% fire / +6% physical Changes resistances penetration: +5% fire / +6% physical Changes damage: +6% physical / +8% mind / +5% fire Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) Disease immunity: +10% Silence immunity: +10% Teleport immunity: +10% Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Global speed: +2% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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 | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.17 to 156.51 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
linen robe 'Blackhunt' (9 def, 0 armour) linen robe 'Blackhunt' (9 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +3 Mag Changes resistances: +16% darkness / +16% light Changes resistances penetration: +6% temporal / +7% physical Changes damage: +11% darkness / +6% temporal / +11% light / +6% physical Life regen: +0.40 Maximum life: +70.00 Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Relgutobers the pair of iron boots (0 def, 3 armour) Relgutobers the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +8 Str / +3 Dex / +2 Cun / +6 Con Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Mental save: +12 (+5 eff.) Silence immunity: +22% Confusion immunity: +25% Stun/Freeze immunity: +23% Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of uncanny dodging (2 def, 3 armour) grounding pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
pair of rough leather boots 'Malilar' (0 def, 1 armour) pair of rough leather boots 'Malilar' (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -8% Changes resistances: +19% lightning / +13% temporal Maximum encumbrance: +45 Physical save: +17 (+3 eff.) Pinning immunity: +10% Stun/Freeze immunity: +15% A pair of boots made of leather. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating linen wizard hat (1 def, 0 armour) insulating linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +6% cold A pointy cloth hat, very wizardly... |
rough leather armour 'Glavena' (14 def, 7 armour) rough leather armour 'Glavena' (14 def, 7 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +14 (+7 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +6% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +2 Cun Changes resistances: +12% acid / +1% physical / +6% lightning / +11% fire / +9% nature / +6% cold Spell save: +10 (+1 eff.) Mental save: +12 (+5 eff.) Blindness immunity: +5% Life regen: +2.80 Stamina each turn: +0.80 A suit of armour made of leather. |
iron shield 'Glarewinter' (4 def, 2 armour, 20.5 block) iron shield 'Glarewinter' (4 def, 2 armour, 20.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to daze at end of turn Changes stats: +2 Str / +2 Dex / +2 Wil / +5 Cun Changes resistances: +12% lightning / +11% physical Talent granted: +1 Block Light radius: +3 Handheld deflection devices. |
quiver of elm arrows (16/16, 109% power, 5 apr) quiver of elm arrows (16/16, 109% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
60 alchemist agate 60 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. |
iron pickaxe 'Anirim' (dig speed 23 turns) iron pickaxe 'Anirim' (dig speed 23 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +3 Str / +4 Dex / +7 Cun Changes resistances: +11% nature Changes damage: +5% nature Reduces incoming crit damage: 10.00% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 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 11 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. |
elm wand of clairvoyance [power 9] (6 cooldown) elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 36 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. |
ametrine 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. |
5 citrine 5 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. |
Achievements
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Waixing the Yeek Possessor level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By Waixing the Yeek Possessor level 20
53rd Dusk 122nd year of Ascendancy at 23:06 see stats
That was close (Exploration mode) (Uniques)
Killed your target while having only 1 life left.By Waixing the Yeek Possessor level 16
1st Summertide 122nd year of Ascendancy at 03:09 see stats
Log
Armoured skeleton warrior resists the mental assault!
Ghastly Wail is still on cooldown for 1 turns.
Armoured skeleton warrior casts Rune: Shielding.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior resists the mind attack!
Waixing resists the knockback!
Waixing converts some damage to Psi!
Waixing hits Armoured skeleton warrior for (2 absorbed), 0 physical, (3 absorbed), 0 mind, (1 absorbed), 0 fire, (2 absorbed), 0 arcane, (4 absorbed), 0 temporal, (2 absorbed), 0 physical, (1 absorbed), 0 mind, (1 absorbed), 0 fire, (2 absorbed), 0 arcane, (4 absorbed), 0 temporal, (2 absorbed), 0 physical, (3 absorbed), 0 mind, (1 absorbed), 0 fire, (2 absorbed), 0 arcane, (4 absorbed), 0 temporal (0 total damage).
Armoured skeleton warrior hits Waixing for 0 to psi, 98 physical (98 total damage).
Waixing the level 20 yeek possessor was eviscerated to death by an armoured skeleton warrior on level 1 of Old Forest.
Waixing is not stunned anymore.
Waixing is not stunned anymore.
Waixing rearms.
Waixing is no longer empowered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Armoured skeleton warrior killed Waixing!
Talent Possession Talent 1 is ready to use.
Talent Finger of Death is ready to use.
Talent Ghastly Wail is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
There is a A path into the Old Forest here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
You are sent back to the material plane!
Saving game...
Saving done.
