












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Crystalist 1.5.6 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Crystalist |
Level / Exp | 50 / 2191% |
Size | small |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 66th Haze 123rd year of Ascendancy at 17:09 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 84 (base 52) |
Dexterity | 82 (base 50) |
Constitution | 44 (base 8) |
Magic | 36 (base 10) |
Willpower | 129.01508411855 (base 65) |
Cunning | 135.0301682371 (base 60) |
Resources
Life | -259/716 |
Equilibrium | 89 |
Psi | 34/657 |
Healing Factor | 1.5383177570093 |
Regeneration | 31.230447843517 |
Speed
Mental | 0% |
Attack | +80.307683079892% |
Movement | 0% |
Spell | 0% |
Global | +160.9693877551% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 9 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 187 |
Accuracy | 53 |
Crit Chance | 57% |
APR | 96 |
Speed | 1.00 |
Offense: Offhand
Damage | 167 |
Accuracy | 53 |
Crit Chance | 57% |
APR | 96 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 93 |
Crit Chance | 91% |
Speed | 0.55460753691617 |
Offense: Damage Bonus
Acid | +42% |
Nature | +53% |
Lightning | +27% |
Mind | +57% |
Physical | +45% |
Fire | +127% |
All | +27% |
Offense: Damage Penetration
Light | +15% |
Fire | +78% |
Physical | +20% |
Mind | +100% |
All | 0% |
Defense: Base
Armour (hardiness) | 142.38763404087 (100%) |
Defense | 85 |
Ranged Defense | 86 |
Fatigue | 25 |
Physical Save | 75.99 |
Spell Save | 68.29 |
Mental Save | 86 |
Defense: Resistances
Acid | + 50%( 82%) |
Blight | + 67%( 82%) |
Arcane | + 26%( 82%) |
Cold | + 59%( 82%) |
All | + 22%( 82%) |
Lightning | + 34%( 82%) |
Light | + 52%( 82%) |
Mind | + 78%( 82%) |
Physical | + 40%( 82%) |
Darkness | + 45%( 82%) |
Fire | + 82%( 82%) |
Nature | + 80%( 82%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 30% |
Blind Resistance | 50% |
Silence Resistance | 5% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 25 for 10 turns. While Heroism is active, you will only die when reaching -958 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1031% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 621 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 38% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 347 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Crystalline fortress | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Psionic / Crystalism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Crystalline attacks | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Sorption | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Purify |
talent | Wild Growth |
talent | Psiblades |
talent | Kinetic Shield |
talent | Antimagic Shield |
talent | Thermal Shield |
talent | Acuminate |
talent | Charged Shield |
talent | Beyond the Flesh |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
beneficial effect | Withdraw your consciousness for 5 turns, removing all detrimental effects. This empowers your subconscious and lets it take over your actions. During this time, the following effects occur: Devastating- You cannot act. - You are immune to detrimental effects. - You do not suffer the Solipsism speed penalty, and receive the full Clarity speed bonus even when below full psi. - Sorption shields have 100% effectiveness and psi gain from them is unlimited. - Acuminate will strike every enemy in range instead of only one, and does not cost psi. - A random known Crystalline Attacks talent will be used each turn using your mental speed, targeting a random foe, ignoring cooldown, and costing no psi. - Your mental speed is increased by 49%. Taking into account your current speeds and the mental speed and Clarity bonuses, Devastate will currently make 3.7 attacks per game turn. Levels in Crystalism talents improve the "When wielded/worn" effects of gems. Current bonus: 100% |
beneficial effect | A flow of life spins around the target, regenerating 20.05 life per turn. Regeneration |
beneficial effect | You gain 85% resistance against fire. Resolve |
beneficial effect | 47% chance to fully absorb any damaging actions. Leaves Cover |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 56 defense. Evasion |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by shaggy. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +1. | done |
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 failed to protect the lost sun paladin from death by shaggy. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by luminous horror. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by shaggy. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by shaggy. Escort: lost warrior (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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: 753. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within13 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. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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. * You have found the Resonating Diamond. | 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 | Focus Gem Focus GemInfused by psionic forces 0.00 Encumbrance. [Unique] Type: gem / yellow ; tier 5 When wielded/worn: Changes resistances penetration: +30% mind Mental speed: +31% When used to imbue an object: Changes resistances penetration: +15% mind Mental speed: +15% Latent Damage Type: Mind Secondary Damage Type: Mind + confuse (50% power) for 5 turns Years of use as a psionic focus have empowered this gem with psychic energy. |
Quiver | ![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes damage: +20% all Spell crit. chance: +10% Mental crit. chance: +10% 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 Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
On hands | Astryl's Crystal Bindings (0 def, 0 armour) Astryl's Crystal Bindings (0 def, 0 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +8% mind / +8% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +8% mind / +8% physical Psi each turn: +0.20 Psi when firing a critical mind attack: +2.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Talent on hit(mindpower): Lash (10% chance level 2). These gloves shimmer with countless colors, even in the absence of light. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% mind / +6% acid Changes resistances penetration: +25% mind Changes damage: +15% acid Blindness immunity: +30% Confusion immunity: +18% Light radius: +7 See stealth: +9 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Cun / +7 Wil Changes resistances: +9% darkness Changes resistances penetration: +25% mind / +15% fire Changes damage: +30% fire Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
On feet | ![]() 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 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 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. |
Tool | ![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +5 Defense: +6 (+1 eff.) Changes stats: +5 Cun / +3 Str Changes resistances: +12% light / +8% physical Changes resistances penetration: +25% fire Changes damage: +12% mind / +21% fire Mental save: +15 (+3 eff.) Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Con Changes resistances: +15% blight / +40% fire / +55% nature / +6% light Changes damage: +20% nature / +20% fire Spell save: +20 (+4 eff.) Blindness immunity: +20% Poison immunity: +30% Disease immunity: +28% Silence immunity: +5% Only die when reaching: -40.00 life Maximum stamina: +40.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Defense: +22 (+5 eff.) Changes resistances: +6% acid / +3% blight / +42% fire / +5% arcane / +28% cold Changes resistances cap: +12% all Changes damage: +6% nature Talent mastery: +0.30 Technique / Combat training Physical save: +53 (+9 eff.) Spell save: +18 (+3 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 110% Wil, 37% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +74 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +7 Cun / +11 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +29 (+6 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.6 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 75.69 mind damage, 109.45 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 6.85 mind and 9.91 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 92% Wil, 55% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +74 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Changes stats: +15 Cun Changes resistances: +2% physical / +12% fire Critical mult.: +25.00% Physical save: +6 (+2 eff.) Disarm immunity: +10% Hate when firing a critical mind attack: +3.00 Mindpower: +18 (+4 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +24 (+5 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Str / +5 Wil / +6 Cun / +6 Con Changes resistances: +9% acid / +6% light / +15% lightning Changes resistances penetration: +15% light Physical save: +53 (+9 eff.) Spell save: +25 (+5 eff.) Mental save: +36 (+7 eff.) Knockback immunity: +15% Only die when reaching: -50.00 life Maximum life: +101.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 19 Armour, 28 Defense and your attacks will gain 50% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 10 turns. While Heroism is active, you will only die when reaching -897 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 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 11 for 11 turns. While Heroism is active, you will only die when reaching -717 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 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 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 710% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 961% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 705% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 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. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 737% 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 485 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 634 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 800 life over 5 turns. Its effects scale with your Strength 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 1 When inscribed on your body: Effective talent level: 0.0 Use 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 mental effect and reduce all damage taken by 21% for 5 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. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -7% Changes stats: +3 Dex Changes resistances: +6% blight Changes resistances penetration: +25% physical Disarm immunity: +20% Life regen: +3.10 Maximum stamina: +25.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +7 Con Changes resistances: +26% light / +38% darkness Blindness immunity: +44% Only die when reaching: -60.00 life Maximum stamina: +10.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Dex / +10 Con Changes resistances: +12% temporal Changes resistances penetration: +10% mind Pinning immunity: +23% Knockback immunity: +24% Amulets can have magical properties. |
![]() Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% nature / +14% blight Talent mastery: +0.15 Psionic / Crystalline attacks Poison immunity: +21% Disease immunity: +24% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +9% light Talent mastery: +0.32 Wild-gift / Mindstar mastery Mental save: +31 (+6 eff.) Equilibrium when hit: +0.16 Light radius: +3 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +13 Fatigue: -6% Changes stats: +5 Dex / +8 Cun / +5 Con Critical mult.: +15.00% Life regen: +0.50 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +1 Cun / +4 Wil Changes resistances: +5% arcane Changes damage: +6% all Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Mental save: +8 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.60 Spellpower: +10 (+5 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes resistances: +48% nature Changes resistances penetration: +25% nature Changes damage: +30% nature Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Dex Stun/Freeze immunity: +34% Life regen: +3.90 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +24% fire / +3% mind / +3% light Changes damage: +12% fire Spell save: +3 (+1 eff.) Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +20 Cun / +10 Dex Changes resistances: +6% acid / +15% cold / +20% mind / +12% fire Changes damage: +20% mind / +12% darkness Spell save: +10 (+2 eff.) Stun/Freeze immunity: +49% Life regen: +2.80 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +10 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Con Spell save: +16 (+3 eff.) Only die when reaching: -85.00 life Maximum life: +80.00 Maximum stamina: +28.00 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +22% fire Changes damage: +11% fire Mental save: +29 (+6 eff.) Disarm immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +20% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +25% acid / +27% cold Changes resistances penetration: +5% acid Changes damage: +11% acid Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Mental save: +8 (+2 eff.) Confusion immunity: +27% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% mind / +6% blight Mental save: +7 (+2 eff.) Poison immunity: +25% Confusion immunity: +25% Stun/Freeze immunity: +10% Teleport immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() 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% fire Changes damage: +11% fire Rings can have magical properties. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() 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 mindstar summons a caller. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +6 Damage when hit (Melee): 8 blight / 7 mind / 8 darkness Changes stats: +9 Con Changes damage: +9% mind / +7% darkness Mindpower: +31 (+7 eff.) Mental crit. chance: +10% 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: - 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: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mental save: +6 (+1 eff.) Maximum psi: +27.00 Mindpower: +22 (+5 eff.) Mental crit. chance: +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. |
![]() 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 hates not to be wrathful. This psionic mindstar dreams of an epiphany. 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: +2 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Cun / +8 Wil Changes resistances: +34% mind / +9% nature Changes resistances penetration: +14% mind / +15% darkness Changes damage: +10% acid / +25% mind / +20% darkness Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Poison immunity: +15% Knockback immunity: +5% Equilibrium when hit: +2.00 Maximum hate: +6.00 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +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. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+19 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 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: +8 Mag / +7 Wil 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 (+16 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: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+13 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Defense: +19 (+4 eff.) Changes stats: +15 Str / +8 Dex / +4 Mag / +7 Wil / +9 Cun / +4 Con Changes resistances: +6% darkness Stealth bonus: +12 Physical save: +28 (+5 eff.) Spell save: +17 (+3 eff.) Mental save: +12 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +9% nature Changes resistances penetration: +10% acid / +34% physical / +25% nature Changes damage: +12% nature / +50% physical Spell save: +15 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 89 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Dex Changes resistances: +14% blight / +13% nature / +12% acid Critical mult.: +9.00% Life regen: +2.40 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +5 Mag / +2 Wil / +2 Con Changes damage: +6% nature Light radius: +2 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +15 Defense: +26 (+5 eff.) Changes stats: +3 Cun Changes resistances: +16% light / +25% fire Critical mult.: +30.00% Stealth bonus: +30 Physical save: +15 (+3 eff.) Mana each turn: +0.12 Mana when firing critical spell: +1.00 Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 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 +0.20 Psionic / Crystalism +0.20 Cursed / Punishments +0.10 Psionic / Solipsism 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% cold / +14% fire Changes resistances penetration: +10% fire Changes damage: +27% arcane / +30% fire A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +2.0% Armour: +6 Fatigue: +1% Changes resistances: +3% physical Changes damage: +12% physical Only die when reaching: -60.00 life Infravision radius: +1 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +15 Fatigue: +4% Changes stats: +6 Cun / +6 Con Changes resistances: +6% blight / +9% nature / +6% darkness / +3% lightning Changes resistances penetration: +13% physical Changes damage: +9% fire Physical save: +21 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +23 (+5 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +19 (+4 eff.) Fatigue: +5% Changes resistances: +11% acid / +35% fire / +22% cold / +8% lightning Changes resistances penetration: +25% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 40 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 30% chance to blind Damage (Melee): 6 physical Changes resistances: +3% light Changes resistances penetration: +20% fire Changes damage: +9% light / +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 64.16 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 1.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 darkness Changes resistances: +3% mind / +5% cold Changes resistances penetration: +25% darkness Changes damage: +6% darkness / +12% mind Allows you to breathe in: water A cap made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+5 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% lightning / +6% temporal / +12% fire Changes resistances penetration: +15% lightning / +10% fire Changes damage: +12% lightning A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes resistances: +28% acid / +6% darkness / +25% cold / +12% mind / +29% fire Changes damage: +9% mind / +12% light Allows you to breathe in: water A suit of armour made of mail. |
![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +0% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +9 (+2 eff.) Fatigue: +26% Life regen: +3.00 Maximum life: +78.00 Healing mod.: +22% A suit of armour made of metal plates. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +24% fire Changes resistances penetration: +25% darkness Changes damage: +24% fire Light radius: +5 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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +3% fire Maximum life: +45.00 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. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Changes stats: +7 Wil Changes resistances: +6% lightning / +6% light / +3% blight / +9% nature / +3% all Changes resistances penetration: +10% physical Changes damage: +15% mind / +6% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +32 (+6 eff.) Spell save: +34 (+6 eff.) Mental save: +20 (+4 eff.) Light radius: +4 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() 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 When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Dull red runes are etched all over this blackened skull. |
![]() 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 Secondary Damage Type: Burning Shock (stun) for 5 turns 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 Secondary Damage Type: Burning Shock (stun) for 5 turns 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 526.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Str / +5 Dex Changes resistances penetration: +15% nature Infravision radius: +3 See invisible: +3 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Actinium Sphere Actinium SpherePowered by unknown forces 0.00 Encumbrance. [Unique] Type: gem / white ; tier 5 When wielded/worn: Changes resistances penetration: +15% all Changes damage: +8% all Light radius: +2 See stealth: +25 See invisible: +25 When used to imbue an object: Changes resistances penetration: +15% all Changes damage: +8% all Light radius: +2 See stealth: +25 See invisible: +25 Latent Damage Type: 50% Physical, 50% Light Secondary Damage Type: Light + blind for 5 turns This doesn't seem very safe. |
Iridium Sphere Iridium SphereInfused by psionic forces 10.00 Encumbrance. [Unique] Type: gem / white ; tier 5 When wielded/worn: Changes resistances: +10% physical Physical save: +20 (+4 eff.) Knockback immunity: +100% When carried: Maximum encumbrance: +10 Deals an additional 10% of damage as bleeding over 5 turns. When used to imbue an object: Changes resistances: +10% physical Physical save: +20 (+4 eff.) Knockback immunity: +100% Latent Damage Type: Physical bleed Secondary Damage Type: Physical + pin for 5 turns This shiny metal ball is extremely hard and dense. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns 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 Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By shaggy the Halfling Crystalist level 33
4th Pyre 123rd year of Ascendancy at 13:15 see stats
By shaggy the Halfling Crystalist level 49
22nd Dusk 123rd year of Ascendancy at 00:54 see stats
By shaggy the Halfling Crystalist level 32
57th Regrowth 123rd year of Ascendancy at 17:53 see stats
By shaggy the Halfling Crystalist level 19
59th Dusk 122nd year of Ascendancy at 13:41 see stats
By shaggy the Halfling Crystalist level 44
2nd Dusk 123rd year of Ascendancy at 16:19 see stats
By shaggy the Halfling Crystalist level 43
9th Flare 123rd year of Ascendancy at 06:01 see stats
By shaggy the Halfling Crystalist level 36
15th Pyre 123rd year of Ascendancy at 17:06 see stats
By shaggy the Halfling Crystalist level 19
54th Dusk 122nd year of Ascendancy at 11:54 see stats
By shaggy the Halfling Crystalist level 26
44th Regrowth 123rd year of Ascendancy at 09:10 see stats
By shaggy the Halfling Crystalist level 35
11st Pyre 123rd year of Ascendancy at 20:54 see stats
By shaggy the Halfling Crystalist level 34
10th Pyre 123rd year of Ascendancy at 04:59 see stats
By shaggy the Halfling Crystalist level 50
60th Haze 123rd year of Ascendancy at 03:49 see stats
By shaggy the Halfling Crystalist level 21
71st Dusk 122nd year of Ascendancy at 23:02 see stats
By shaggy the Halfling Crystalist level 32
73rd Regrowth 123rd year of Ascendancy at 11:07 see stats
By shaggy the Halfling Crystalist level 50
43rd Dusk 123rd year of Ascendancy at 21:55 see stats
By shaggy the Halfling Crystalist level 50
64th Dusk 123rd year of Ascendancy at 14:47 see stats
By shaggy the Halfling Crystalist level 10
5th Flare 122nd year of Ascendancy at 00:43 see stats
By shaggy the Halfling Crystalist level 20
66th Dusk 122nd year of Ascendancy at 07:58 see stats
By shaggy the Halfling Crystalist level 30
54th Regrowth 123rd year of Ascendancy at 04:05 see stats
By shaggy the Halfling Crystalist level 40
73rd Pyre 123rd year of Ascendancy at 19:10 see stats
By shaggy the Halfling Crystalist level 50
22nd Dusk 123rd year of Ascendancy at 02:25 see stats
By shaggy the Halfling Crystalist level 50
21st Haze 123rd year of Ascendancy at 19:58 see stats
By shaggy the Halfling Crystalist level 50
42nd Dusk 123rd year of Ascendancy at 03:03 see stats
By shaggy the Halfling Crystalist level 50
23rd Haze 123rd year of Ascendancy at 08:21 see stats
By shaggy the Halfling Crystalist level 48
17th Dusk 123rd year of Ascendancy at 00:10 see stats
By shaggy the Halfling Crystalist level 26
40th Regrowth 123rd year of Ascendancy at 11:55 see stats
By shaggy the Halfling Crystalist level 41
5th Flare 123rd year of Ascendancy at 23:13 see stats
By shaggy the Halfling Crystalist level 26
48th Regrowth 123rd year of Ascendancy at 11:37 see stats
By shaggy the Halfling Crystalist level 35
12nd Pyre 123rd year of Ascendancy at 00:36 see stats
By shaggy the Halfling Crystalist level 50
23rd Haze 123rd year of Ascendancy at 01:03 see stats
By shaggy the Halfling Crystalist level 50
60th Haze 123rd year of Ascendancy at 03:41 see stats
By shaggy the Halfling Crystalist level 12
8th Dusk 122nd year of Ascendancy at 10:04 see stats
By shaggy the Halfling Crystalist level 50
42nd Dusk 123rd year of Ascendancy at 04:15 see stats
By shaggy the Halfling Crystalist level 50
56th Dusk 123rd year of Ascendancy at 10:38 see stats
By shaggy the Halfling Crystalist level 50
60th Haze 123rd year of Ascendancy at 03:49 see stats
By shaggy the Halfling Crystalist level 10
7th Flare 122nd year of Ascendancy at 13:38 see stats
By shaggy the Halfling Crystalist level 37
42nd Pyre 123rd year of Ascendancy at 18:39 see stats
By shaggy the Halfling Crystalist level 24
4th Haze 122nd year of Ascendancy at 01:06 see stats
By shaggy the Halfling Crystalist level 17
48th Dusk 122nd year of Ascendancy at 23:23 see stats
By shaggy the Halfling Crystalist level 31
56th Regrowth 123rd year of Ascendancy at 14:54 see stats
Log
Atamathon the Giant Golem moves reluctantly!
shaggy HEALS from fire damage!
shaggy converts some damage to Psi!
shaggy receives 6 healing (8 psi heal) from Adsorption Shield.
shaggy receives 3 healing (4 psi heal) from Vivify.
Atamathon the Giant Golem hits shaggy for (98 antimagic), (128 to psi shield), (182 resonance), 55 to psi, 79 fire, 114 healing (150 psi heal) (134 total damage) [264 healing].
shaggy hits Atamathon the Giant Golem for 0 arcane, (66 to bones), 0 fire (0 total damage).
Shaggy uses Slash.
Shaggy's mind surges with critical power!
Shaggy's mind surges with critical power!
Talent Devastate is ready to use.
Vivify hits shaggy for 3 healing (4 psi heal), 3 healing (4 psi heal) (0 total damage) [15 healing].
shaggy hits Atamathon the Giant Golem for 322 fire, 213 fire (534 total damage).
shaggy receives 7 healing (9 psi heal).
Thorn Grab from Shaggy hits Atamathon the Giant Golem for 0 nature damage.
Shaggy uses Clash.
Shaggy's mind surges with critical power!
Shaggy's mind surges with critical power!
Atamathon the Giant Golem shrugs off the critical damage!
Shaggy uses Lash.
Shaggy's mind surges with critical power!
Atamathon the Giant Golem shrugs off the critical damage!
Vivify hits shaggy for 3 healing (4 psi heal), 3 healing (4 psi heal), 3 healing (4 psi heal) (0 total damage) [23 healing].
shaggy hits Atamathon the Giant Golem for 809 fire, 109 fire, 146 fire (1064 total damage).
shaggy receives 6 healing (8 psi heal).
Atamathon the Giant Golem uses Pound.
Your resonance field crumbles under the damage!
The psychic field around shaggy crumbles.
Shaggy tries to evade attacks.
Saving game...