









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Yeek |
Class | Doomed |
Level / Exp | 50 / 553% |
Size | small |
Lifes / Deaths | Killed by chitinous ritch at level 6 on the 7th Mirth 122nd year of Ascendancy at 12:28 / 160Killed by chitinous ritch at level 7 on the 8th Mirth 122nd year of Ascendancy at 09:43 Killed by chitinous ritch at level 8 on the 9th Mirth 122nd year of Ascendancy at 05:44 Killed by Subject Z at level 10 on the 3rd Summertide 122nd year of Ascendancy at 21:16 Killed by Subject Z at level 10 on the 1st Flare 122nd year of Ascendancy at 00:14 Killed by armoured skeleton warrior at level 11 on the 1st Flare 122nd year of Ascendancy at 04:53 Killed by armoured skeleton warrior at level 11 on the 1st Flare 122nd year of Ascendancy at 05:34 Killed by Islussra the skeleton archer at level 11 on the 1st Flare 122nd year of Ascendancy at 06:20 Killed by Islussra the skeleton archer at level 11 on the 1st Flare 122nd year of Ascendancy at 06:47 Killed by Isabrewyn the ghoul at level 11 on the 1st Flare 122nd year of Ascendancy at 07:27 Killed by armoured skeleton warrior at level 11 on the 1st Flare 122nd year of Ascendancy at 08:31 Killed by Cyrusevea the skeleton magus at level 11 on the 1st Flare 122nd year of Ascendancy at 14:20 Killed by Xeridalaith the skeleton warrior at level 12 on the 1st Flare 122nd year of Ascendancy at 20:09 Killed by Xeridalaith the skeleton warrior at level 12 on the 1st Flare 122nd year of Ascendancy at 20:40 Killed by Xeridalaith the skeleton warrior at level 12 on the 1st Flare 122nd year of Ascendancy at 21:00 Killed by Xeridalaith the skeleton warrior at level 12 on the 1st Flare 122nd year of Ascendancy at 21:37 Killed by skeleton magus at level 12 on the 2nd Flare 122nd year of Ascendancy at 01:14 Killed by Ce'Nytira the skeleton warrior at level 12 on the 2nd Flare 122nd year of Ascendancy at 01:57 Killed by Ce'Nytira the skeleton warrior at level 12 on the 2nd Flare 122nd year of Ascendancy at 02:31 Killed by Ce'Nytira the skeleton warrior at level 12 on the 2nd Flare 122nd year of Ascendancy at 03:09 Killed by degenerated skeleton archer at level 12 on the 2nd Flare 122nd year of Ascendancy at 03:46 Killed by Ce'Nytira the skeleton warrior at level 12 on the 2nd Flare 122nd year of Ascendancy at 03:56 Killed by poison gas trap at level 12 on the 2nd Flare 122nd year of Ascendancy at 09:08 Killed by poison gas trap at level 12 on the 2nd Flare 122nd year of Ascendancy at 09:58 Killed by Glabrerin the ghoul at level 12 on the 2nd Flare 122nd year of Ascendancy at 16:27 Killed by Poryrarin the ghast at level 12 on the 2nd Flare 122nd year of Ascendancy at 18:31 Killed by Eledhekira the skeleton warrior at level 12 on the 2nd Flare 122nd year of Ascendancy at 18:55 Killed by Poladhebreda the skeleton archer at level 12 on the 2nd Flare 122nd year of Ascendancy at 19:51 Killed by Yvomina the skeleton master archer at level 13 on the 2nd Flare 122nd year of Ascendancy at 22:55 Killed by Belebeth the ghoul at level 13 on the 3rd Flare 122nd year of Ascendancy at 00:53 Killed by Belebeth the ghoul at level 13 on the 3rd Flare 122nd year of Ascendancy at 01:32 Killed by skeleton master archer at level 13 on the 3rd Flare 122nd year of Ascendancy at 01:58 Killed by Belebeth the ghoul at level 13 on the 3rd Flare 122nd year of Ascendancy at 03:16 Killed by Belebeth the ghoul at level 13 on the 3rd Flare 122nd year of Ascendancy at 04:00 Killed by Layinne the degenerated skeleton archer at level 13 on the 3rd Flare 122nd year of Ascendancy at 06:42 Killed by Layinne the degenerated skeleton archer at level 13 on the 3rd Flare 122nd year of Ascendancy at 07:13 Killed by Saluthra the ghoul at level 13 on the 3rd Flare 122nd year of Ascendancy at 10:36 Killed by test at level 13 on the 3rd Flare 122nd year of Ascendancy at 11:23 Killed by Silimira the skeleton archer at level 13 on the 3rd Flare 122nd year of Ascendancy at 12:38 Killed by Silimira the skeleton archer at level 13 on the 3rd Flare 122nd year of Ascendancy at 13:04 Killed by Bethymida the skeleton archer at level 13 on the 3rd Flare 122nd year of Ascendancy at 13:38 Killed by Velovena the skeleton master archer at level 13 on the 3rd Flare 122nd year of Ascendancy at 14:14 Killed by Nereleba the degenerated skeleton warrior at level 13 on the 3rd Flare 122nd year of Ascendancy at 17:33 Killed by Emelenn the degenerated skeleton warrior at level 18 on the 58th Dusk 122nd year of Ascendancy at 13:16 Killed by skeleton magus at level 18 on the 59th Dusk 122nd year of Ascendancy at 07:51 Killed by Glebrerin the degenerated skeleton warrior at level 18 on the 59th Dusk 122nd year of Ascendancy at 10:18 Killed by Velybretha the skeleton mage at level 18 on the 59th Dusk 122nd year of Ascendancy at 12:57 Killed by Aereyavea the degenerated skeleton warrior at level 18 on the 60th Dusk 122nd year of Ascendancy at 02:56 Killed by Animated resonating vined mindstar of life at level 18 on the 60th Dusk 122nd year of Ascendancy at 20:17 Killed by Poltergeist Eye of Winter at level 19 on the 60th Dusk 122nd year of Ascendancy at 22:42 Killed by Poltergeist Eye of Winter at level 19 on the 60th Dusk 122nd year of Ascendancy at 23:08 Killed by Poltergeist Eye of Winter at level 19 on the 61st Dusk 122nd year of Ascendancy at 00:13 Killed by Poltergeist Eye of Winter at level 19 on the 61st Dusk 122nd year of Ascendancy at 00:56 Killed by Animated truestriking dwarven-steel waraxe of evisceration at level 19 on the 61st Dusk 122nd year of Ascendancy at 07:31 Killed by poison gas trap at level 19 on the 61st Dusk 122nd year of Ascendancy at 12:13 Killed by luminous horror at level 19 on the 61st Dusk 122nd year of Ascendancy at 12:35 Killed by Poltergeist Xanewyn the vined mindstar at level 19 on the 61st Dusk 122nd year of Ascendancy at 17:39 Killed by Poltergeist Xanewyn the vined mindstar at level 19 on the 61st Dusk 122nd year of Ascendancy at 19:05 Killed by Poltergeist Xanewyn the vined mindstar at level 19 on the 61st Dusk 122nd year of Ascendancy at 20:25 Killed by Poltergeist Xanewyn the vined mindstar at level 19 on the 61st Dusk 122nd year of Ascendancy at 21:32 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 00:39 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 01:32 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 03:57 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 04:59 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 07:31 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 08:52 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 10:09 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 12:51 Killed by Poltergeist Adilaith the steel mace at level 19 on the 62nd Dusk 122nd year of Ascendancy at 15:17 Killed by Belinor the cutpurse at level 19 on the 74th Dusk 122nd year of Ascendancy at 04:44 Killed by Belinor the cutpurse at level 19 on the 74th Dusk 122nd year of Ascendancy at 06:24 Killed by bandit at level 20 on the 75th Dusk 122nd year of Ascendancy at 01:14 Killed by Isluba the snow giant boulder thrower at level 21 on the 1st Decay 122nd year of Ascendancy at 23:17 Killed by Isluba the snow giant boulder thrower at level 21 on the 2nd Decay 122nd year of Ascendancy at 01:41 Killed by Emaleyata the large brown snake at level 21 on the 2nd Decay 122nd year of Ascendancy at 21:33 Killed by Emaleyata the large brown snake at level 21 on the 2nd Decay 122nd year of Ascendancy at 23:05 Killed by Gorekira the giant lightning ant at level 21 on the 3rd Decay 122nd year of Ascendancy at 01:29 Killed by Xithra the black bear at level 22 on the 3rd Decay 122nd year of Ascendancy at 09:27 Killed by Xithra the black bear at level 22 on the 3rd Decay 122nd year of Ascendancy at 11:26 Killed by Elirenne the snow giant thunderer at level 22 on the 3rd Decay 122nd year of Ascendancy at 16:51 Killed by luminous horror at level 22 on the 4th Decay 122nd year of Ascendancy at 02:58 Killed by Nerorinor the cold drake at level 22 on the 4th Decay 122nd year of Ascendancy at 04:27 Killed by Nerorinor the cold drake at level 22 on the 4th Decay 122nd year of Ascendancy at 06:02 Killed by Nerorinor the cold drake at level 22 on the 4th Decay 122nd year of Ascendancy at 08:01 Killed by Zubanne the cold drake at level 24 on the 4th Decay 122nd year of Ascendancy at 21:55 Killed by armoured skeleton warrior at level 24 on the 4th Decay 122nd year of Ascendancy at 23:52 Killed by Zubanne the cold drake at level 24 on the 5th Decay 122nd year of Ascendancy at 00:57 Killed by armoured skeleton warrior at level 24 on the 5th Decay 122nd year of Ascendancy at 01:29 Killed by Zubanne the cold drake at level 24 on the 5th Decay 122nd year of Ascendancy at 02:10 Killed by cold drake hatchling at level 24 on the 5th Decay 122nd year of Ascendancy at 02:42 Killed by Xerinne the xaren at level 24 on the 5th Decay 122nd year of Ascendancy at 04:16 Killed by Polyleriawe the gigantic corrosive tunneler at level 25 on the 4th Allure 123rd year of Ascendancy at 14:00 Killed by Emelytira the elven warrior at level 26 on the 9th Allure 123rd year of Ascendancy at 16:04 Killed by armoured skeleton warrior at level 26 on the 9th Allure 123rd year of Ascendancy at 18:02 Killed by Islogadakira the elven blood mage at level 27 on the 9th Allure 123rd year of Ascendancy at 21:44 Killed by Arenne the mean looking elven guard at level 27 on the 10th Allure 123rd year of Ascendancy at 06:58 Killed by Salymitha the elven cultist at level 27 on the 10th Allure 123rd year of Ascendancy at 10:51 Killed by Lisamima the elven cultist at level 28 on the 1st Regrowth 123rd year of Ascendancy at 00:42 Killed by shadow at level 28 on the 1st Regrowth 123rd year of Ascendancy at 01:08 Killed by Isliriba the elven warrior at level 28 on the 1st Regrowth 123rd year of Ascendancy at 04:25 Killed by Xanileda the elven guard at level 28 on the 1st Regrowth 123rd year of Ascendancy at 15:05 Killed by Emelita the mean looking elven guard at level 28 on the 1st Regrowth 123rd year of Ascendancy at 17:12 Killed by test at level 28 on the 2nd Regrowth 123rd year of Ascendancy at 03:43 Killed by Cyridanne the elven mage at level 28 on the 2nd Regrowth 123rd year of Ascendancy at 05:30 Killed by Gloragadheth the mean looking elven guard at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 08:58 Killed by Yviminor the elven mage at level 29 on the 2nd Regrowth 123rd year of Ascendancy at 22:15 Killed by Mayuriawen the swarming horror at level 34 on the 64th Regrowth 123rd year of Ascendancy at 20:02 Killed by dragon turtle at level 34 on the 65th Regrowth 123rd year of Ascendancy at 01:10 Killed by Mayetta the giant eel at level 34 on the 65th Regrowth 123rd year of Ascendancy at 02:04 Killed by Arynne the entrenched horror at level 34 on the 65th Regrowth 123rd year of Ascendancy at 11:16 Killed by ghoul at level 35 on the 44th Pyre 123rd year of Ascendancy at 10:26 Killed by Ce'Nymira the ghoul at level 35 on the 44th Pyre 123rd year of Ascendancy at 13:20 Killed by ghoulking at level 35 on the 44th Pyre 123rd year of Ascendancy at 15:29 Killed by Celia at level 35 on the 44th Pyre 123rd year of Ascendancy at 17:24 Killed by Layurin the ghoul at level 35 on the 44th Pyre 123rd year of Ascendancy at 18:29 Killed by Velekira the vampire at level 35 on the 44th Pyre 123rd year of Ascendancy at 20:00 Killed by armoured skeleton warrior at level 35 on the 44th Pyre 123rd year of Ascendancy at 22:00 Killed by armoured skeleton warrior at level 35 on the 45th Pyre 123rd year of Ascendancy at 01:32 Killed by Velekira the vampire at level 35 on the 45th Pyre 123rd year of Ascendancy at 04:24 Killed by Velekira the vampire at level 35 on the 45th Pyre 123rd year of Ascendancy at 04:34 Killed by Guta the heavy bone giant at level 35 on the 45th Pyre 123rd year of Ascendancy at 06:57 Killed by Velekira the vampire at level 35 on the 45th Pyre 123rd year of Ascendancy at 11:07 Killed by Ematha the bone giant at level 35 on the 45th Pyre 123rd year of Ascendancy at 13:20 Killed by Ivewen the lesser vampire at level 35 on the 45th Pyre 123rd year of Ascendancy at 15:43 Killed by Gloridakira the cave bear at level 35 on the 62nd Pyre 123rd year of Ascendancy at 08:58 Killed by Gloridakira the cave bear at level 35 on the 62nd Pyre 123rd year of Ascendancy at 10:14 Killed by Silurin the cave bear at level 36 on the 63rd Pyre 123rd year of Ascendancy at 11:04 Killed by Borius, Avatar of Bearness at level 36 on the 63rd Pyre 123rd year of Ascendancy at 16:33 Killed by skeleton master archer at level 37 on the 17th Dusk 123rd year of Ascendancy at 04:03 Killed by Grand Corruptor at level 37 on the 17th Dusk 123rd year of Ascendancy at 22:20 Killed by ghoul at level 37 on the 19th Dusk 123rd year of Ascendancy at 21:53 Killed by Filio Flightfond at level 37 on the 20th Dusk 123rd year of Ascendancy at 01:23 Killed by Xanatta the skeleton archer at level 38 on the 20th Dusk 123rd year of Ascendancy at 22:37 Killed by dreadmaster at level 39 on the 23rd Dusk 123rd year of Ascendancy at 09:20 Killed by Gydhedhena the skeleton archer at level 39 on the 23rd Dusk 123rd year of Ascendancy at 19:17 Killed by Bethudhetta the elder vampire at level 40 on the 24th Dusk 123rd year of Ascendancy at 15:58 Killed by Poltergeist Scorpion's Tail at level 40 on the 25th Dusk 123rd year of Ascendancy at 08:53 Killed by Poltergeist Scorpion's Tail at level 40 on the 25th Dusk 123rd year of Ascendancy at 11:35 Killed by Poltergeist Scorpion's Tail at level 40 on the 25th Dusk 123rd year of Ascendancy at 14:31 Killed by Poltergeist Scorpion's Tail at level 40 on the 25th Dusk 123rd year of Ascendancy at 14:37 Killed by The Master at level 41 on the 27th Dusk 123rd year of Ascendancy at 11:11 Killed by Lord of Skulls (warrior) at level 41 on the 27th Dusk 123rd year of Ascendancy at 16:23 Killed by Lord of Skulls (warrior) at level 41 on the 27th Dusk 123rd year of Ascendancy at 19:50 Killed by Lord of Skulls (warrior) at level 42 on the 28th Dusk 123rd year of Ascendancy at 00:50 Killed by Layebeth the temporal stalker at level 42 on the 48th Dusk 123rd year of Ascendancy at 15:59 Killed by Layebeth the temporal stalker at level 42 on the 48th Dusk 123rd year of Ascendancy at 18:13 Killed by Cyryma the cutpurse at level 42 on the 48th Dusk 123rd year of Ascendancy at 21:24 Killed by thought-forged bowman at level 43 on the 75th Dusk 123rd year of Ascendancy at 03:30 Killed by Lisubeth the grizzly bear at level 44 on the 75th Dusk 123rd year of Ascendancy at 08:26 Killed by Saluriawen the weaver young at level 44 on the 10th Haze 123rd year of Ascendancy at 00:08 Killed by test at level 48 on the 27th Haze 123rd year of Ascendancy at 08:51 Killed by test at level 48 on the 27th Haze 123rd year of Ascendancy at 16:39 Killed by test at level 48 on the 27th Haze 123rd year of Ascendancy at 21:55 Killed by test at level 48 on the 28th Haze 123rd year of Ascendancy at 05:00 Killed by test at level 48 on the 28th Haze 123rd year of Ascendancy at 09:26 Killed by test at level 48 on the 28th Haze 123rd year of Ascendancy at 14:19 Killed by test at level 48 on the 28th Haze 123rd year of Ascendancy at 18:50 Killed by test at level 49 on the 29th Haze 123rd year of Ascendancy at 01:47 Killed by water siphon at level 49 on the 29th Haze 123rd year of Ascendancy at 05:43 Killed by test at level 49 on the 29th Haze 123rd year of Ascendancy at 10:06 |
Antimagic | Follower |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 61.545467261063 (base 45) |
Constitution | 35.545467261063 (base 31) |
Magic | 21 (base 10) |
Willpower | 101.54546726106 (base 60) |
Cunning | 88.545467261063 (base 60) |
Resources
Life | 856/856 |
Hate | 70/100 |
Equilibrium | 30 |
Psi | 182/182 |
Healing Factor | 1.2034989330239 |
Regeneration | 25.731737784421 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.64892493468% |
Spell | 0% |
Global | +121.21248138643% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Invisible | 23.545467261063 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 32 |
Accuracy | 65 |
Crit Chance | 34% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 65 |
Crit Chance | 34% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Blight | +30% |
Arcane | +48% |
Cold | +24% |
All | +15% |
Darkness | +109% |
Light | +30% |
Fire | +110% |
Mind | +39% |
Offense: Damage Penetration
Acid | +30% |
Darkness | +38% |
Cold | +45% |
Fire | +20% |
Mind | +40% |
All | +20% |
Defense: Base
Armour (hardiness) | 50 (65.324392949321%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 49 |
Mental Save | 65 |
Defense: Resistances
Acid | + 76%( 76%) |
Blight | + 76%( 76%) |
Arcane | + 76%( 76%) |
Cold | + 76%( 76%) |
All | + 91%( 76%) |
Physical | + 81%( 81%) |
Lightning | + 76%( 76%) |
Light | + 76%( 76%) |
Temporal | + 76%( 76%) |
Mind | + 76%( 76%) |
Darkness | + 84%( 84%) |
Fire | + 76%( 76%) |
Nature | + 76%( 76%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 63% |
Knockback Resistance | 18% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Stun Resistance | 100% |
Poison Resistance | 40% |
Blind Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 829% 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 Cunning stat. |
Class Talents
Cursed / Darkness | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / One with shadows | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Decoy |
talent | Gesture of Pain |
talent | Skate |
talent | Deflection |
talent | Call Shadows |
talent | Shadows Empathy |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.3)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 63% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | Guarding against melee damage: Will dismiss up to 13 damage from the next 2.1 attack(s) with a 7% chance to counterattack. Guarded |
beneficial effect | Increases defense by 22. Mobile Defense |
beneficial effect | Test is feeding from dolleg. Feeding |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +12 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 79 mind and 119 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 10 nightmare (summon Terrors and chances to slow, deal 118 Mind damage, and deal 178 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+35% chance to avoid traps). Power 2+: -1 Luck, +6 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 failed to protect the injured seer from death by Polann the dread. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by test. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by wretchling. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Yvidara the forest troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 the naga invader, Lady Nashva. * 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. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 unlocked the hall of reflections. * 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: 1324. | 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. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed naga tongue. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within8 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. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +5 Mag / +5 Wil / +4 Con Changes damage: +12% darkness Infravision radius: +2 See invisible: +9 Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.5 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 31% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 148, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 658.75 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str Changes resistances: +14% acid / +23% cold / +13% fire / +12% nature / +12% lightning Changes resistances penetration: +25% cold Changes damage: +9% darkness / +9% cold Spell save: +10 (+4 eff.) Maximum life: +64.00 Healing mod.: +18% Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59.0 Physical damage. If the attack hits, the target is confused (41% effect) for 6 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 cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +1 Cun / +4 Dex Reduces incoming crit damage: 10.00% Spell save: +12 (+4 eff.) Silence immunity: +20% Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Mindpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +1% physical / +5% arcane / +9% cold Changes damage: +6% acid Blindness immunity: +10% Poison immunity: +20% Disease immunity: +10% Stun/Freeze immunity: +26% Life regen: +3.00 Curse of Nightmares Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +3% lightning / +6% temporal / +4% physical Mental save: +9 (+2 eff.) Poison immunity: +20% Disease immunity: +10% Stun/Freeze immunity: +31% Life regen: +4.00 See invisible: +6 Curse of Madness Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +24 (+7 eff.) Armour: +7 Defense: +23 (+6 eff.) Changes stats: +14 Lck / +1 Dex Changes resistances: +6% cold / +11% physical / +6% darkness / +9% nature Changes resistances cap: +6% all Physical save: +23 (+7 eff.) Stamina each turn: +1.00 Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Damage (Melee): 4 lightning / 5 physical / 12 darkness / 7 acid / 7 fire / 9 mind / 8 cold Changes resistances: +15% lightning / +10% physical / +14% darkness / +7% fire / +9% cold / +2% acid Changes resistances penetration: +8% darkness Changes damage: +22% darkness / +4% mind Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +19% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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 | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +13 (+3 eff.) Changes stats: +6 Dex / +5 Cun / +8 Lck Changes resistances: +11% fire / +6% darkness / +13% cold Changes resistances penetration: +10% acid Changes damage: +3% acid / +15% darkness Trap disarming bonus: +17 Stealth bonus: +11 Physical save: +25 (+8 eff.) Infravision radius: +5 Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent mastery: +0.20 Race / Yeek Mental save: +15 (+3 eff.) Confusion immunity: +30% Mindpower: +23 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Shrouds It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 3.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 94 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Damage when hit (Melee): 11 darkness Changes resistances: +6% arcane / +12% blight Changes damage: +15% blight / +33% arcane / +21% darkness Physical save: +25 (+8 eff.) Spell save: +21 (+7 eff.) Mental save: +24 (+6 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 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: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Cursed Bolt (8% chance level 2). Talent on hit(mindpower): Waking Nightmare (8% chance level 2). Curse of Madness 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. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 852% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 774% 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 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. 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 nature talent. |
![]() 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! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+5 eff.) Armour: +4 Defense: +7 (+2 eff.) Damage (Melee): 11 light / 5 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 33% * 7% chance to blind Changes stats: +2 Wil Changes resistances cap: +3% all Changes damage: +7% physical / +8% light / +8% darkness Critical mult.: +5.00% Physical save: +12 (+4 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +20 (+10 eff.) Combat speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 446 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+4 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+6 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 22% Changes resistances: +12% blight / +12% nature / +6% darkness Talent mastery: +0.38 Cursed / Cursed form Reduces incoming crit damage: 16.97% Physical save: +9 (+3 eff.) Mental save: +6 (+1 eff.) Disease immunity: +23% Only die when reaching: -80.00 life Maximum life: +80.00 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 3.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% lightning Talent mastery: +0.20 Cursed / Darkness Reduces incoming crit damage: 15.00% Infravision radius: +3 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Misfortune "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Madness This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds Kinetic energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind Damage (radius 1) on hit: +12 mind When wielded/worn: Defense: +36 (+8 eff.) Changes stats: +7 Cun Changes resistances: +5% arcane Changes damage: +14% lightning / +11% physical / +13% cold / +6% arcane / +9% mind Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Pinning immunity: +33% Hate per kill: +4.00 Psi per kill: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +9% Curse of Corpses It can be used to inflict 228.17 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% Curse of Madness It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 127.73 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +4% all / +10% cold Spell crit. chance: +2% Mindpower: +8 (+2 eff.) Mental crit. chance: +6% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Shrouds This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 120 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 70% Changes stats: +2 Dex / +11 Wil / +4 Cun Changes resistances: +3% fire Talent granted: +1 Attune Mindstar Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +12% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+3 eff.) Mental crit. chance: +3% Curse of Shrouds It can be used to activate talent Waking Nightmare (costing 40 power out of 40/40) : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 78.12 darkness damage each turn for 7 turns, and has a 37% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% light Changes damage: +6% light Reduces incoming crit damage: 10.00% Life regen: +1.50 Infravision radius: +3 See invisible: +6 Healing mod.: +19% Curse of Nightmares A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% Curse of Madness The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+5 eff.) Changes stats: +3 Wil Changes resistances: +9% acid / +9% fire / +10% lightning / +7% cold Changes resistances penetration: +10% lightning Critical mult.: +11.00% Life regen: +3.00 Equilibrium when hit: +0.08 Maximum psi: +30.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +3% Healing mod.: +18% Curse of Corpses A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +1 Changes stats: +1 Con Changes resistances: +12% light / +1% physical / +15% mind / +9% all Changes damage: +15% mind Physical save: +6 (+2 eff.) Maximum stamina: +10.00 Light radius: +1 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 33% Changes stats: +4 Mag Changes resistances: +7% all Changes resistances penetration: +5% arcane Spell save: +6 (+2 eff.) Mental save: +17 (+4 eff.) Mana when firing critical spell: +1.00 Spellpower: +10 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Changes resistances: +39% lightning / +6% fire / +6% acid / +36% cold / +9% nature / +13% all Changes damage: +26% lightning / +24% cold Physical save: +24 (+8 eff.) Poison immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - 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 (+8 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Misfortune It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Damage (Melee): 7 lightning Changes stats: +3 Str / +1 Mag / +2 Wil / +1 Cun / +2 Con Changes resistances: +5% lightning / +6% temporal / +6% light / +6% darkness Changes resistances penetration: +5% mind Changes damage: +4% lightning / +3% temporal Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 114.54 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +11 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +10 Dex / +12 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex / +5 Wil Changes resistances: +10% blight Mental save: +5 (+1 eff.) Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59.0 Physical damage. If the attack hits, the target is confused (41% effect) for 6 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 cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 (+6 eff.) Armour: +2 Changes stats: +2 Str / +3 Dex Changes resistances: +3% temporal Changes resistances penetration: +10% temporal / +14% physical Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +32.00 Maximum stamina: +22.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+8 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.72 cold damage and 14.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(151 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Defense: +12 (+3 eff.) Changes resistances penetration: +15% all Physical save: +19 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +17 (+4 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Maximum life: +42.00 Light radius: +3 Healing mod.: +11% 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. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes damage: +21% light Mindpower: +10 (+2 eff.) Light radius: +3 It can be used to blast the opponent's mind dealing 257 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 70% Changes resistances: +3% acid Changes resistances penetration: +10% darkness Changes damage: +3% acid / +6% nature / +9% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 829 Base Damage: 326 Armor: 21 All Resist: 31 Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 58% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 33% Changes resistances penetration: +15% darkness Changes damage: +12% nature It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 386 Base Damage: 186 Armor: 10 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Gain a 15% chance to evade weapon attacks for 2 turns. * Heal for 57. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By test the Yeek Doomed level 42
42nd Dusk 123rd year of Ascendancy at 03:45 see stats
By test the Yeek Doomed level 43
50th Dusk 123rd year of Ascendancy at 07:21 see stats
By test the Yeek Doomed level 42
28th Dusk 123rd year of Ascendancy at 16:41 see stats
By test the Yeek Doomed level 35
56th Pyre 123rd year of Ascendancy at 12:57 see stats
By test the Yeek Doomed level 50
31st Haze 123rd year of Ascendancy at 19:31 see stats
By test the Yeek Doomed level 47
22nd Haze 123rd year of Ascendancy at 13:31 see stats
By test the Yeek Doomed level 20
1st Decay 122nd year of Ascendancy at 12:24 see stats
By test the Yeek Doomed level 36
63rd Pyre 123rd year of Ascendancy at 17:37 see stats
By test the Yeek Doomed level 14
13rd Dusk 122nd year of Ascendancy at 21:58 see stats
By test the Yeek Doomed level 50
70th Haze 123rd year of Ascendancy at 13:33 see stats
By test the Yeek Doomed level 48
28th Haze 123rd year of Ascendancy at 20:54 see stats
By test the Yeek Doomed level 46
11st Haze 123rd year of Ascendancy at 17:52 see stats
By test the Yeek Doomed level 32
18th Regrowth 123rd year of Ascendancy at 14:46 see stats
By test the Yeek Doomed level 33
62nd Regrowth 123rd year of Ascendancy at 22:25 see stats
By test the Yeek Doomed level 27
10th Allure 123rd year of Ascendancy at 00:50 see stats
By test the Yeek Doomed level 37
20th Dusk 123rd year of Ascendancy at 01:04 see stats
By test the Yeek Doomed level 49
28th Haze 123rd year of Ascendancy at 22:30 see stats
By test the Yeek Doomed level 35
65th Regrowth 123rd year of Ascendancy at 21:05 see stats
By test the Yeek Doomed level 50
31st Haze 123rd year of Ascendancy at 21:02 see stats
By test the Yeek Doomed level 40
25th Dusk 123rd year of Ascendancy at 11:33 see stats
By test the Yeek Doomed level 10
9th Mirth 122nd year of Ascendancy at 19:56 see stats
By test the Yeek Doomed level 20
74th Dusk 122nd year of Ascendancy at 07:35 see stats
By test the Yeek Doomed level 30
5th Regrowth 123rd year of Ascendancy at 14:40 see stats
By test the Yeek Doomed level 40
23rd Dusk 123rd year of Ascendancy at 21:44 see stats
By test the Yeek Doomed level 50
31st Haze 123rd year of Ascendancy at 14:50 see stats
By test the Yeek Doomed level 50
32nd Haze 123rd year of Ascendancy at 04:15 see stats
By test the Yeek Doomed level 26
9th Allure 123rd year of Ascendancy at 15:49 see stats
By test the Yeek Doomed level 46
12nd Haze 123rd year of Ascendancy at 07:06 see stats
By test the Yeek Doomed level 27
10th Allure 123rd year of Ascendancy at 06:58 see stats
By test the Yeek Doomed level 43
50th Dusk 123rd year of Ascendancy at 07:21 see stats
By test the Yeek Doomed level 16
50th Dusk 122nd year of Ascendancy at 21:13 see stats
By test the Yeek Doomed level 14
9th Flare 122nd year of Ascendancy at 15:15 see stats
By test the Yeek Doomed level 43
50th Dusk 123rd year of Ascendancy at 07:21 see stats
By test the Yeek Doomed level 33
27th Regrowth 123rd year of Ascendancy at 01:37 see stats
By test the Yeek Doomed level 19
70th Dusk 122nd year of Ascendancy at 13:43 see stats
By test the Yeek Doomed level 33
26th Regrowth 123rd year of Ascendancy at 09:08 see stats
By test the Yeek Doomed level 26
6th Allure 123rd year of Ascendancy at 03:03 see stats
By test the Yeek Doomed level 19
62nd Dusk 122nd year of Ascendancy at 08:44 see stats
By test the Yeek Doomed level 41
28th Dusk 123rd year of Ascendancy at 00:13 see stats
Log
Shadow casts Phase Door.
There is a portal back to Erúan here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
You escape the Fearscape!
You gain 25.00 gold from the transmogrification of stralite shield 'Nerenor' (Misfortune) (0 def, 24 armour, 139 block).
You gain 25.00 gold from the transmogrification of Gleamenvy (Nightmares) (0 def, 22 armour, 332.5 block).
You gain 25.00 gold from the transmogrification of voratun mail armour 'Ashwend' (Madness) (5 def, 10 armour).
You gain 25.00 gold from the transmogrification of Smoldersorrow the elven-silk robe (Shrouds) (0 def, 10 armour).
You gain 25.00 gold from the transmogrification of Healrigor (Misfortune) (3 def, 0 armour).
You gain 25.00 gold from the transmogrification of Betholraba (Shrouds) (25-30 power, 5 apr, light element).
You gain 25.00 gold from the transmogrification of stralite greatsword 'Snowrazor' (Misfortune) (50-79 power, 3 apr).
You gain 25.00 gold from the transmogrification of Salussra the Deepssweeper (Nightmares) (43-64 power, 3 apr).
You gain 1.61 gold from the transmogrification of acid wave rune (damage 137; dur 4; cd 22).
The portal is already broken!
Dolleg speeds up.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (dolleg)).
Dolleg misses test.
Dolleg casts Rune: Shielding.
A shield forms around dolleg.
Dolleg misses Shadow.
Shadow casts Shadow Lightning.
Shadow hits Dolleg for (118 absorbed), 0 lightning (0 total damage).
Dolleg uses Slime Spit.
Saving done.