











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Solipsist |
Level / Exp | 47 / 87% |
Size | small |
Lifes / Deaths | Killed by Xanakira the sandworm at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 11:04 0 / 9Killed by Xanakira the sandworm at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 13:13 Killed by Ivoriba the ink squid at level 27 on the 3rd Regrowth 123rd year of Ascendancy at 13:37 Killed by Giwyn the brittle clear ooze at level 29 on the 19th Regrowth 123rd year of Ascendancy at 01:29 Killed by Arilewyn the sandworm destroyer at level 30 on the 19th Regrowth 123rd year of Ascendancy at 07:56 Killed by Emeletha the skeleton master archer at level 36 on the 32nd Pyre 123rd year of Ascendancy at 05:06 Killed by Isuwen the skeleton archer at level 36 on the 33rd Pyre 123rd year of Ascendancy at 01:27 Killed by Aerulaith the giant spider at level 39 on the 40th Pyre 123rd year of Ascendancy at 03:43 Killed by Ce'Nyrata the orc archer at level 43 on the 7th Mirth 123rd year of Ascendancy at 16:48 |
Antimagic | Follower |
Primary Stats
Strength | 77 (base 53) |
Dexterity | 31 (base 20) |
Constitution | 30 (base 10) |
Magic | 21 (base 10) |
Willpower | 102.21780805997 (base 60) |
Cunning | 103.73926935332 (base 60) |
Resources
Life | 1142/1142 |
Equilibrium | 48 |
Psi | 598/598 |
Healing Factor | 1.6492147729953 |
Regeneration | 60.664387555892 |
Speed
Mental | 0% |
Attack | +12.980605556917% |
Movement | +20% |
Spell | 0% |
Global | +188.67943410521% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 45.530317534873 |
See Invisible | 45.530317534873 |
Offense: Mainhand
Damage | 149 |
Accuracy | 56 |
Crit Chance | 41% |
APR | 82 |
Speed | 1.00 |
Offense: Offhand
Damage | 147 |
Accuracy | 56 |
Crit Chance | 41% |
APR | 82 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 56% |
Speed | 0.88510766522333 |
Offense: Damage Bonus
Acid | +18% |
Nature | +43% |
Cold | +35% |
Lightning | +13% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Lightning | +29% |
Blight | +5% |
Arcane | +35% |
Fire | +20% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 63.01 |
Spell Save | 51.46 |
Mental Save | 53 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 49%( 70%) |
Cold | + 39%( 70%) |
All | + 24%( 70%) |
Lightning | + 40%( 70%) |
Light | + 26%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 36%( 70%) |
Darkness | + 51%( 70%) |
Fire | + 36%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 55% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 690 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 842% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Thought-Form: Bowman |
talent | Psiblades |
talent | Antimagic Shield |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by orc high cryomancer. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Githa the greater faeros. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Glorigassra the barrow wight. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Silewyn the orc corruptor. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1418. | 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 |
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 |
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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. You have aided Agrimley the hermit in creating an elixir of focus. 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 length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of squid ink. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Cun +4, Wil +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature While equipped: Stats Wil +1 offense ------ Spellpower +20 (+2 eff.) Ignore Shields +30% defense ------ Physical save +10 (+2 eff.) Life +99.00 Healmod +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats Cun +10, Wil +10 offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+3 eff.) Spell save +15 (+4 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 187.00 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +3% blight, +3% temporal +3% light, +6% lightning Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Str +8, Cun +3, Con +7 offense ------ Physical Power +11 (+3 eff.) Damage +9% nature Ignore Armor +6 defense ------ Crit Resistance 15.00% Physical save +18 (+3 eff.) Unlife -80.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature While equipped: Stats Mag +2, Con +10 offense ------ Spell Crit +2% Damage +18% acid Ignore resists +20% arcane defense ------ Resistance +36% acid Physical save +20 (+4 eff.) Spell save +3 (+1 eff.) Life +81.00 Life Regen +16.00 Healmod +19% other ------- Vim-on-crit +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+4 eff.) Mind save -7 (-3 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 116% Range: 1.0x-1.1x Uses 133% Wil, 56% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +76 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 lightning While equipped: Stats Str +7, Dex +7, Mag +6 Wil +11, Cun +4, Con +5 offense ------ Mind Crit +5% Mindpower +19 (+4 eff.) Global Speed +6% On-Hit 12 lightning, 15 fire Damage +13% lightning, +19% fire Ignore resists +29% lightning, +20% fire defense ------ Resistance +15% lightning, +16% fire +9% all other ------- Light +2 Infravision +3 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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 | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Disrupt/Master While equipped: Stats Dex +4, Cun +4, Lck +6 defense ------ Resistance +7% acid, +5% blight Stealth +5 other ------- Disarm Traps +7 Infravision +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 114% Range: 1.0x-1.1x Uses 133% Wil, 56% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +76 Critical Rate +5.0% Attack Speed 100% On-hit +8 mind Damage Against +16% Unnatural On-crit, radius 2 +8 physical On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Physical Crit +6.0% Mind Crit +5% Mindpower +34 (+7 eff.) Accuracy +10 (+5 eff.) defense ------ Life +27.00 Life Regen +1.40 other ------- Talents +1 Attune Mindstar 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 | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats Str +3, Dex +2, Mag +3, Cun +3 Con +3 offense ------ Damage +9% nature Ignore resists +15% arcane, +5% blight defense ------ Defense +10 (+4 eff.) Physical save +18 (+3 eff.) Life +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +10% blight, +20% darkness +16% mind, +15% all Physical save +19 (+4 eff.) Spell save +17 (+5 eff.) Mind save +28 (+8 eff.) Life +96.00 Life Regen +3.40 Healmod +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 279 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -603 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 603 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -594 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 594 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -587 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 587 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 558.87 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 442.36 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 3 up to 8 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Dex +5, Cun +5, Con +4 offense ------ Move Speed +10% Ignore resists +10% blight, +20% lightning When Hit 4 arcane On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Fatigue -5% Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.50 Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Con +3 defense ------ Resistance +3% light Unlife -20.00 life Blind Resist +10% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats Str +5, Cun +3, Lck +11 offense ------ Accuracy +9 (+4 eff.) When Hit 8 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Defense +8 (+3 eff.) Resistance +10% light, +13% darkness Resist unseen 13% Blind Resist +31% other ------- Max hate +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Lck +13 offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% physical Accuracy +18 (+9 eff.) When Hit 2 fire defense ------ Armor +7 Defense +23 (+8 eff.) Resistance +1% physical Max Resistance +6% all Physical save +27 (+5 eff.) Resist unseen 14% other ------- Stamina/turn +2.00 Masteries +0.39 Psionic/Slumber Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Cun +2, Mag +3 offense ------ Ignore resists +25% physical When Hit 4 mind, 2 physical defense ------ Resistance +6% mind Mind save +6 (+2 eff.) Unlife -60.00 life Confus Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% acid Ignore resists +15% light When Hit 10 light defense ------ Resistance +56% acid, +15% fire Spell save +15 (+4 eff.) Stun Resist +20% Teleport Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Wil +1 offense ------ Mind Crit +2% Critical power +20.00% Damage +11% mind Ignore resists +10% mind defense ------ Resistance +11% mind other ------- Max psi +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +2 offense ------ Damage +11% cold defense ------ Resistance +22% cold Physical save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego+] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +5 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 58 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature Weapon Damage 89% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +20 item manaburn arcane On Hit: * 20 arcane resource burn While equipped: offense ------ Mind Crit +2% Mindpower +6 (+1 eff.) defense ------ Resistance +3% light, +9% acid Physical save +3 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Life +15.00 Life Regen +0.70 other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 93% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 13 mind, 14 darkness Damage +9% mind, +10% darkness Ignore resists +15% mind defense ------ Spell save +4 (+1 eff.) other ------- Psi when Hit +0.12 Max hate +2.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +7% Mindpower +10 (+2 eff.) On-Hit 12 cold Damage +8% mind, +7% cold Ignore resists +4% cold defense ------ Armor +11 Resistance +5% cold other ------- Psi-on-crit +1.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 82% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+1 eff.) defense ------ Life +14.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar 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. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats Cun +5, Wil +3 offense ------ Against +15% Summoned defense ------ Resist Against +30% Summoned Life +42.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Str +4, Con +4 offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +12% lightning, +5% arcane Physical save +6 (+1 eff.) Life Regen +2.00 Disease Resist +10% other ------- EQ when Hit +0.04 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats Str +4, Dex +7, Wil +4, Cun +9 Lck +7 defense ------ Physical save +12 (+2 eff.) Spell save +13 (+3 eff.) Mind save +16 (+5 eff.) Stealth +11 other ------- Disarm Traps +11 Infravision +5 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats Str +4, Wil +5, Con +3 defense ------ Defense +2 (+1 eff.) Resistance +13% blight, +13% nature +6% acid Life Regen +4.00 Healmod +14% other ------- Infravision +2 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +5% blight, +13% darkness +10% mind, +13% all Physical save +12 (+2 eff.) Spell save +13 (+3 eff.) Mind save +31 (+9 eff.) Life +60.00 Life Regen +3.10 Healmod +26% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego++] Nature While equipped: Stats Str +4, Mag +5, Wil +5 offense ------ Damage +7% lightning, +7% physical +6% cold defense ------ Resistance +6% lightning, +5% cold +5% blight, +7% all Life +45.00 Life Regen +1.80 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Lck +9, Dex +6 offense ------ Damage +15% acid defense ------ Armor +3 Resistance +6% mind, +1% physical Physical save +12 (+2 eff.) Mind save +3 (+1 eff.) Stealth +7 Silence Resist +20% Pinning Resist +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +7 offense ------ Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 45 defense ------ Armor +1 Fatigue -5% Physical save +6 (+1 eff.) other ------- Encumbrance +20 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Lck +6, Dex +4 offense ------ Damage +6% cold When Hit 2 cold defense ------ Armor +5 Resistance +3% blight, +1% physical +6% mind Stealth +5 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats Str +2, Con +2 defense ------ Armor +3 Fatigue +2% Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 22 Travel.spd 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats Str +3 offense ------ Physical Power +8 (+2 eff.) On-Hit 9 acid Damage +7% acid defense ------ Armor +3 Resistance +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats Dex +3 offense ------ Accuracy +17 (+8 eff.) defense ------ Armor +1 Physical save +5 (+1 eff.) Mind save +6 (+2 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Cun +7 offense ------ Physical Crit +1.0% Critical power +5.00% defense ------ Armor +1 Fatigue +1% Resistance +7% cold Life +40.00 other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Str +4, Dex +1, Wil +3, Cun +2 Con +3 offense ------ Damage +11% lightning, +3% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats Str +6, Dex +3, Cun +2 offense ------ Ignore Armor +6 defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 171.2 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats Dex +3 defense ------ Armor +1 Fatigue +1% Resistance +7% lightning, +6% temporal A cap made of leather. |
![]() 14.0 Encumbrance T4 heavy armor [Ego++] Arcane While equipped: Stats Str +6, Mag +6, Wil +4 offense ------ Physical Crit +6.0% Spell Crit +7% Mind Crit +7% Physical Power +22 (+6 eff.) Spellpower +10 (+1 eff.) Mindpower +10 (+2 eff.) On-Hit 11 acid, 10 fire When Hit 11 acid, 8 fire defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +14% lightning, +12% fire +18% acid A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats Wil +3, Con +4 defense ------ Armor +6 Defense +8 (+3 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature, +25% arcane Spell save +18 (+5 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats Cun +6, Dex +5 defense ------ Armor +10 Defense +15 (+6 eff.) Fatigue +8% Life +39.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Arcane/Master While equipped: Stats Dex +2 offense ------ Move Speed +20% On-Hit 7 darkness On-Ranged-Hit 8 darkness defense ------ Armor +8 Defense +25 (+9 eff.) Fatigue +8% Resistance +16% darkness, +21% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +17% Out-of-Phase Resilience +10% Blink to a nearby random location (rad 12) Puts all charms on 22 turn cooldown A suit of armour made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats Str +8, Wil +5 offense ------ Physical Crit +10.0% Spell Crit +3% Mind Crit +8% Critical power +12.00% Physical Power +7 (+2 eff.) Spellpower/crit +8 Ignore resists +5% arcane Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Resistance +7% darkness, +8% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +4, Con +1 other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +5 offense ------ Ignore Armor +8 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Dex +7, Wil +3, Con +4 offense ------ Damage +12% cold defense ------ Resistance +15% blight, +9% temporal +6% nature other ------- Infravision +2 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Diyuzi the Yeek Solipsist level 43
45th Dusk 123rd year of Ascendancy at 21:50 see stats
By Diyuzi the Yeek Solipsist level 41
42nd Pyre 123rd year of Ascendancy at 08:54 see stats
By Diyuzi the Yeek Solipsist level 21
9th Haze 122nd year of Ascendancy at 12:05 see stats
By Diyuzi the Yeek Solipsist level 47
2nd Haze 123rd year of Ascendancy at 07:57 see stats
By Diyuzi the Yeek Solipsist level 10
1st Flare 122nd year of Ascendancy at 03:52 see stats
By Diyuzi the Yeek Solipsist level 46
72nd Dusk 123rd year of Ascendancy at 14:01 see stats
By Diyuzi the Yeek Solipsist level 34
67th Regrowth 123rd year of Ascendancy at 07:30 see stats
By Diyuzi the Yeek Solipsist level 33
66th Regrowth 123rd year of Ascendancy at 10:37 see stats
By Diyuzi the Yeek Solipsist level 24
7th Allure 123rd year of Ascendancy at 13:15 see stats
By Diyuzi the Yeek Solipsist level 32
45th Regrowth 123rd year of Ascendancy at 13:42 see stats
By Diyuzi the Yeek Solipsist level 32
49th Regrowth 123rd year of Ascendancy at 17:16 see stats
By Diyuzi the Yeek Solipsist level 29
6th Regrowth 123rd year of Ascendancy at 16:13 see stats
By Diyuzi the Yeek Solipsist level 10
1st Flare 122nd year of Ascendancy at 03:50 see stats
By Diyuzi the Yeek Solipsist level 20
77th Dusk 122nd year of Ascendancy at 13:18 see stats
By Diyuzi the Yeek Solipsist level 30
19th Regrowth 123rd year of Ascendancy at 06:40 see stats
By Diyuzi the Yeek Solipsist level 40
40th Pyre 123rd year of Ascendancy at 18:00 see stats
By Diyuzi the Yeek Solipsist level 42
68th Pyre 123rd year of Ascendancy at 21:37 see stats
By Diyuzi the Yeek Solipsist level 24
6th Allure 123rd year of Ascendancy at 14:49 see stats
By Diyuzi the Yeek Solipsist level 46
78th Dusk 123rd year of Ascendancy at 18:29 see stats
By Diyuzi the Yeek Solipsist level 30
19th Regrowth 123rd year of Ascendancy at 07:53 see stats
By Diyuzi the Yeek Solipsist level 10
6th Flare 122nd year of Ascendancy at 23:23 see stats
By Diyuzi the Yeek Solipsist level 32
50th Regrowth 123rd year of Ascendancy at 05:11 see stats
By Diyuzi the Yeek Solipsist level 44
49th Dusk 123rd year of Ascendancy at 02:50 see stats
By Diyuzi the Yeek Solipsist level 32
50th Regrowth 123rd year of Ascendancy at 02:53 see stats
By Diyuzi the Yeek Solipsist level 25
8th Allure 123rd year of Ascendancy at 16:22 see stats
By Diyuzi the Yeek Solipsist level 18
75th Dusk 122nd year of Ascendancy at 05:30 see stats
By Diyuzi the Yeek Solipsist level 39
40th Pyre 123rd year of Ascendancy at 03:43 see stats
By Diyuzi the Yeek Solipsist level 40
41st Pyre 123rd year of Ascendancy at 15:11 see stats
Log
Today is the 1st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:00.
Saving done.
Today is the 2nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
There is a Gates of Morning (Town) here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Ran for 4 turns (stop reason: interesting character).
Saving done.
New Achievement: Brave new world (Insane (Adventure) difficulty)!
Quest 'Strange new world' is done! (Press 'j' to see the quest log)
Ran for 2 turns (stop reason: interesting character).
Accepted quest 'The many Prides of the Orcs'! (Press 'j' to see the quest log)
Aeryn points to the known locations on your map.
You have learned the talent Relentless Pursuit.
Zemekkys points to the location of Vor Armoury on your map.
Accepted quest 'There and back again'! (Press 'j' to see the quest log)
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)