Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 27 / 19% |
Size | medium |
Lifes / Deaths | Killed by Layetta the mean looking elven guard at level 27 on the 9th Haze 122nd year of Ascendancy at 03:18 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 12) |
Dexterity | 14 (base 12) |
Constitution | 35.340449927278 (base 12) |
Magic | 17 (base 12) |
Willpower | 79 (base 58) |
Cunning | 52 (base 47) |
Resources
Life | -222/883 |
Hate | 100/100 |
Equilibrium | 28 |
Psi | 0/409 |
Healing Factor | 1.3651105074736 |
Regeneration | 20.106146369027 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.7836465099% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 38.264408783316 |
See Invisible | 44.604858710594 |
Offense: Mainhand
Damage | 98 |
Accuracy | 24 |
Crit Chance | 17% |
APR | 81 |
Speed | 1.00 |
Offense: Offhand
Damage | 76 |
Accuracy | 24 |
Crit Chance | 15% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +47% |
Mind | +11% |
Nature | +11% |
Darkness | +23% |
Physical | +24% |
Cold | +26% |
All | +8% |
Offense: Damage Penetration
Mind | +20% |
Cold | +10% |
Light | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 25 (38.536585365854%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 28.15 |
Spell Save | 35.85 |
Mental Save | 32 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 43%( 70%) |
All | + 19%( 70%) |
Physical | + 21%( 71%) |
Lightning | + 33%( 70%) |
Light | + 26%( 70%) |
Temporal | + 28%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 33%( 76%) |
Fire | + 29%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 38% |
Fear Resistance | 43% |
Poison Resistance | 95% |
Blind Resistance | 75% |
Disarm Resistance | 100% |
Bleed Resistance | 75% |
Pinning Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Psychic Assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Cursed form | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Charged Shield |
talent | Kinetic Shield |
talent | Skate |
talent | Deflection |
talent | Psiblades |
talent | Mitosis |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-50% global speed). Solipsism |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 45 mind and 50 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 74 Mind damage, and deal 82 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | You gain 23% resistance against acid. Resolve |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 39% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | An unseen force strikes from 1 to 2 targets in a range of 5 around this creature every turn, doing 62 damage and knocking them back for 2 tiles. Unseen Force |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 8%. Strength and Willpower are increased by 1. Poisons and diseases have a 5% chance of being neutralized each turn. Cursed Form |
detrimental effect | The target has a 20% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
detrimental effect | The target is on fire, taking 175.66 fire damage per turn. Burning |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -2 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 104. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within6 lumberjacks have died. | done |
Equipment
Psionic focus | plaguebringer's dwarven-steel battleaxe of enduring (Shrouds) (30-45 power, 2 apr) plaguebringer's dwarven-steel battleaxe of enduring (Shrouds) (30-45 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +12 blight When wielded/worn: Changes stats: +10 Wil / +10 Con Disease immunity: +26% Maximum life: +52.00 Curse of Shrouds Massive two-handed battleaxes. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Light source | Arelemira the Satyrsin Arelemira the SatyrsinInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Wil / +4 Cun Changes resistances penetration: +15% light / +5% nature Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 14 power out of 17/30) : Effective talent level: 1.3 Power cost: 14 out of 17/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 73.30 to 219.90 lightning damage (146.60 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On feet | Cloudclamor (3 def, 3 armour) Cloudclamor (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes damage: +3% lightning Hate when firing a critical mind attack: +1.00 Only die when reaching: -20.00 life Mindpower: +30 (+7 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Tool | yew totem of healing 'Hathorath' [power 272] (14 cooldown) yew totem of healing 'Hathorath' [power 272] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +12% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 14 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Raintrail' steel ring 'Raintrail'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 67% Damage when hit (Melee): 2 nature Changes stats: +5 Str / +3 Con Changes resistances penetration: +10% cold Changes damage: +3% nature Physical save: +6 (+2 eff.) Disarm immunity: +25% Pinning immunity: +27% Knockback immunity: +26% Maximum life: +21.00 Rings can have magical properties. |
On fingers | steel ring 'Woetreason' steel ring 'Woetreason'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% darkness Changes resistances penetration: +10% mind Changes damage: +6% lightning / +12% darkness Disarm immunity: +28% Pinning immunity: +32% Knockback immunity: +28% Maximum life: +26.00 Rings can have magical properties. |
Around neck | Chamuderan ChamuderanInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% lightning / +13% fire / +11% cold / +1% physical Reduces incoming crit damage: 10.00% Disarm immunity: +20% Stun/Freeze immunity: +20% Infravision radius: +1 Amulets can have magical properties. |
In main hand | gifted living mindstar of life (Shrouds) (17.5-19.25 power, 81 apr, mind damage) gifted living mindstar of life (Shrouds) (17.5-19.25 power, 81 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 98% Wil, 58% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +81 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +23.00 Mindpower: +39 (+10 eff.) Mental crit. chance: +5% Curse of Shrouds 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 | hardened leather belt 'Beinarimas' hardened leather belt 'Beinarimas'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% acid / +3% mind / +9% light / +6% nature Changes resistances penetration: +10% mind Poison immunity: +20% Stun/Freeze immunity: +20% Maximum life: +36.00 A belt that goes around your waist. |
In off hand | horrifying vined mindstar of life (Nightmares) (5.5-6.05 power, 36 apr, nature damage) horrifying vined mindstar of life (Nightmares) (5.5-6.05 power, 36 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 98% Wil, 58% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +36 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 4 darkness Changes damage: +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +16.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Curse of Nightmares 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 | marshal's cashmere cloak (Corpses) (2 def, 0 armour) marshal's cashmere cloak (Corpses) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Physical save: +7 (+2 eff.) Maximum life: +73.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stormwoven elven-silk robe of life (Madness) (0 def, 0 armour) stormwoven elven-silk robe of life (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Mag / +6 Wil Changes resistances: +5% lightning / +9% cold / +13% blight / +15% all Changes damage: +20% lightning / +16% physical / +8% cold Life regen: +5.60 Maximum life: +64.00 Healing mod.: +18% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the wizard (heal 127; 15 cd) regeneration infusion of the wizard (heal 127; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 127 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 31%; magical; dur 3; cd 11) wild infusion of the psychic (res 31%; magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 31%; physical; dur 2; cd 16) wild infusion of the psychic (res 31%; physical; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet of mastery (0.11 Wild-gift / Cold drake aspect) insulating copper amulet of mastery (0.11 Wild-gift / Cold drake aspect)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% cold / +10% fire Talent mastery: +0.11 Wild-gift / Cold drake aspect Amulets can have magical properties. |
Darkvagrant DarkvagrantCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +6% cold Changes resistances penetration: +25% darkness / +15% cold Changes damage: +9% darkness Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +25% Mana each turn: +0.08 Maximum life: +23.00 Rings can have magical properties. |
Ebonyzephyr the gold ring Ebonyzephyr the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +2 Wil / +11 Mag Changes resistances: +11% nature / +10% blight Changes resistances penetration: +15% darkness Changes damage: +15% temporal Reduces incoming crit damage: 15.00% Poison immunity: +22% Disease immunity: +18% Rings can have magical properties. |
Grinakalthosin GrinakalthosinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Critical mult.: +15.00% Mental save: +6 (+3 eff.) Blindness immunity: +20% Confusion immunity: +31% Knockback immunity: +10% Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Rings can have magical properties. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's stralite ring of clarity treant's stralite ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% nature / +9% blight Mental save: +9 (+5 eff.) Poison immunity: +18% Disease immunity: +17% Confusion immunity: +38% Rings can have magical properties. |
warrior's steel ring of lightning (+22%) warrior's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Betyminn the Skyvile (Corpses) (33.5-50.25 power, 2 apr) Betyminn the Skyvile (Corpses) (33.5-50.25 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +20 nature Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +26 lightning / +27 cold When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances penetration: +23% lightning / +16% cold Movement speed: +51% Curse of Corpses Massive two-handed battleaxes. |
stormbringer's voratun dagger of projection (Misfortune) (37.5-48.75 power, 9 apr) stormbringer's voratun dagger of projection (Misfortune) (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +17 lightning / +25 cold When wielded/worn: Changes resistances penetration: +16% lightning / +12% cold Movement speed: +40% Curse of Misfortune Sharp, short and deadly. |
Sileyavea (Corpses) (45-67.5 power, 2 apr) Sileyavea (Corpses) (45-67.5 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +20 acid / +23 nature When wielded/worn: Armour penetration: +12 Changes stats: +9 Str / +10 Dex / +9 Mag / +9 Wil / +16 Cun / +6 Con Changes resistances penetration: +14% acid / +7% nature Changes damage: +3% blight Spell crit. chance: +3% Curse of Corpses Massive two-handed mauls. |
Velubeth the Rimetrencher (Nightmares) (15.5-24.8 power, 1 apr) Velubeth the Rimetrencher (Nightmares) (15.5-24.8 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 light Damage (radius 1) on hit: +8 temporal / +8 light / +12 cold When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +7 (+3 eff.) Changes resistances: +3% cold Disarm immunity: +29% Curse of Nightmares Massive two-handed swords. |
creative living mindstar of life (Nightmares) (17-18.7 power, 40 apr, nature damage) creative living mindstar of life (Nightmares) (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Talent granted: +1 Attune Mindstar Critical mult.: +18.00% Life regen: +1.20 Maximum life: +38.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares 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. |
This item will automatically be transmogrified when you leave the level. honing pulsing mindstar of flames (Nightmares) (13.5-14.85 power, 32 apr, nature damage)honing pulsing mindstar of flames (Nightmares) (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 14 fire Changes stats: +2 Cun / +4 Wil Changes resistances: +3% physical / +12% fire Changes resistances penetration: +4% physical / +11% fire Changes damage: +6% physical / +13% fire Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +3% Curse of Nightmares 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. |
This item will automatically be transmogrified when you leave the level. Lisyldawe the Murktouch (Shrouds) (25-30 power, 5 apr, arcane element)Lisyldawe the Murktouch (Shrouds) (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +5 Mag Changes resistances penetration: +15% darkness Changes damage: +34% arcane / +15% darkness Talent granted: +1 Command Staff Mental save: +12 (+6 eff.) Maximum mana: +100.00 Spellpower: +12 (+7 eff.) Spell crit. chance: +4% Mental crit. chance: +3% Light radius: +5 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 37.73 light damage. Staves designed for wielders of magic, by the greats of the art. |
Belema the rough leather belt Belema the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Changes stats: +6 Str / +1 Dex / +1 Mag / +4 Wil / +4 Cun Damage against: +17% Summoned Reduced damage from: +16% Summoned Light radius: +3 A belt that goes around your waist. |
Vipervein (Madness) (1 def, 0 armour) Vipervein (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +6 Con Changes resistances: +3% fire Changes damage: +3% nature Maximum life: +31.00 Light radius: +3 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (Misfortune) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Misfortune) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal / +13% all Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+13 eff.) Curse of Misfortune It can be used to activate talent Temporal Reprieve (costing 44 power out of 50/50) : Effective talent level: 1.3 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
mindwoven woollen robe of life (Nightmares) (0 def, 0 armour) mindwoven woollen robe of life (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +9% all Mental save: +17 (+8 eff.) Life regen: +1.90 Maximum life: +56.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Healing mod.: +13% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Loamtrial' (0 def, 1 armour) pair of rough leather boots 'Loamtrial' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 fire Changes stats: +3 Str / +2 Con Changes resistances: +3% light / +6% fire Changes resistances penetration: +5% light Changes damage: +18% nature It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.3 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil / +3 Cun / +4 Con Physical save: +16 (+6 eff.) Mental save: +13 (+7 eff.) It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Layywyn the rough leather cap (0 def, 1 armour) Layywyn the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +3% nature / +5% cold Stun/Freeze immunity: +10% Maximum life: +60.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Camedralagen (Madness) (12 def, 7 armour)Camedralagen (Madness) (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 15 acid / 15 fire Changes stats: +5 Cun Changes resistances: +23% acid / +26% fire Changes resistances penetration: +25% arcane Changes damage: +9% arcane / +30% mind Critical mult.: +10.00% Mental crit. chance: +7% Curse of Madness A suit of armour made of leather. |
nimble cured leather armour of the deep (Shrouds) (9 def, 6 armour) nimble cured leather armour of the deep (Shrouds) (9 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +7% Changes stats: +4 Dex Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Movement speed: +20% Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. flaming stralite shield of purity (0 def, 8 armour, 135 block)flaming stralite shield of purity (0 def, 8 armour, 135 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 9 fire Changes resistances: +18% nature / +14% blight Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 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. |
416 alchemist agate 416 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Polylema (dig speed 20 turns) Polylema (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Wil Maximum life: +21.00 Maximum stamina: +17.00 Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(133 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (+5 eff.) Mindpower: +5 (+1 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 18 power out of 25/25) : Effective talent level: 3.9 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 18 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 20% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots 'Cystmortal' (20/20, 43.5-52.2 power, 5 apr)pouch of stralite shots 'Cystmortal' (20/20, 43.5-52.2 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 67% * 13% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +20 lightning / +17 temporal / +20 nature Damage (radius 2) on crit: +16 lightning / +20 cold / +16 nature Shots are used with slings to pummel your foes to death. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By tuwiil the Cornac Adventurer level 22
63rd Dusk 122nd year of Ascendancy at 07:52 see stats
By tuwiil the Cornac Adventurer level 15
6th Flare 122nd year of Ascendancy at 22:56 see stats
By tuwiil the Cornac Adventurer level 19
22nd Dusk 122nd year of Ascendancy at 11:40 see stats
By tuwiil the Cornac Adventurer level 15
8th Dusk 122nd year of Ascendancy at 15:52 see stats
By tuwiil the Cornac Adventurer level 24
77th Dusk 122nd year of Ascendancy at 12:16 see stats
By tuwiil the Cornac Adventurer level 21
55th Dusk 122nd year of Ascendancy at 12:24 see stats
By tuwiil the Cornac Adventurer level 22
63rd Dusk 122nd year of Ascendancy at 07:22 see stats
By tuwiil the Cornac Adventurer level 10
5th Mirth 122nd year of Ascendancy at 22:31 see stats
By tuwiil the Cornac Adventurer level 20
37th Dusk 122nd year of Ascendancy at 10:39 see stats
By tuwiil the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 19:29 see stats
By tuwiil the Cornac Adventurer level 22
63rd Dusk 122nd year of Ascendancy at 07:52 see stats
By tuwiil the Cornac Adventurer level 18
21st Dusk 122nd year of Ascendancy at 15:20 see stats
Log
Tuwiil's Beyond the Flesh misses Layetta the mean looking elven guard.
Talent Acidfire is ready to use.
tuwiil shares damage with his oozes!
tuwiil converts some damage to Psi!
tuwiil hits Elven mage for 66 physical, 9 physical (75 total damage).
tuwiil hits Layetta the mean looking elven guard for 19 physical damage.
Burning from Bethuwe the elven warrior hits tuwiil for 6 to psi, 54 fire (61 total damage).
tuwiil hits Elven mage for 14 lightning damage.
tuwiil hits Layetta the mean looking elven guard for 12 lightning damage.
tuwiil hits Bethuwe the elven warrior for (18 to psi shield), 0 lightning (0 total damage).
Bethuwe the elven warrior deactivates Kinetic Aura.
You have deflected 7 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Tuwiil resists the punch!
Layetta the mean looking elven guard resists the punch!
tuwiil shares damage with his oozes!
tuwiil converts some damage to Psi!
Bethuwe the elven warrior hits tuwiil for (47 to psi shield), (7 deflected), 1 to psi, 46 physical (48 total damage).
Bethuwe the elven warrior hits Layetta the mean looking elven guard for 97 physical damage.
Elven mage has heard the hateful whisper!
Elven mage vanishes from sight.
Elven mage deactivates Secrets of the Eternals.
Layetta the mean looking elven guard is no longer writhing in agony.
Layetta the mean looking elven guard overcomes the madness
Hateful Whisper from Tuwiil hits Elven mage for 130 mind damage.
Bleeding from Elven mage hits Layetta the mean looking elven guard for 15 physical damage.
Burning from Bethuwe the elven warrior hits Layetta the mean looking elven guard for 23 fire damage.
Layetta the mean looking elven guard uses Shattering Shout.
Your hatred grows even as your life fades! (+11 hate)
Saving game...