









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Possessor Bonus Class 1.7.4Donators/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:
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Solipsist |
Level / Exp | 50 / 4904% |
Size | small |
Lifes / Deaths | Killed by Lisivea the orc cryomancer at level 50 on the 54th Dusk 124th year of Ascendancy at 11:13 / 2Killed by Tykosleep at level 50 on the 55th Dusk 124th year of Ascendancy at 15:59 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 51 (base 27) |
Constitution | 77 (base 64) |
Magic | 20 (base 14) |
Willpower | 142 (base 60) |
Cunning | 145 (base 66) |
Resources
Life | 1418/1407 |
Equilibrium | 114 |
Psi | 757/825 |
Healing Factor | 2.0182419580055 |
Regeneration | 143.04327412288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +124.68773469658% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 51.778745504251 |
See Invisible | 51.778745504251 |
Offense: Mainhand
Damage | 128 |
Accuracy | 63 |
Crit Chance | 79% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 110 |
Accuracy | 63 |
Crit Chance | 79% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30.5 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 123 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Mind | +96% |
Nature | +49% |
Temporal | +19% |
Blight | +16% |
Physical | +22% |
Cold | +19% |
All | +4% |
Offense: Damage Penetration
All | 0% |
Blight | +10% |
Physical | +8% |
Mind | +64% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 80.5 |
Spell Save | 77.75 |
Mental Save | 86 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 45%( 70%) |
All | + 27%( 70%) |
Lightning | + 36%( 70%) |
Light | + 53%( 70%) |
Temporal | + 32%( 70%) |
Mind | + 66%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 29%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 89% |
Teleport Resistance | 41% |
Confusion Resistance | 88% |
Instadeath Resistance | 100% |
Silence Resistance | 43% |
Poison Resistance | 37% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 773 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 396 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1043% 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 Constitution stat. |
Class Talents
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Dream Forge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | 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 successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have 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. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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: 4071. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +4 Wil / +4 Cun / +8 Con Changes resistances penetration: +8% physical Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +38 Physical save: +29 (+2 eff.) Mental save: +15 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +6 (+1 eff.) Damage Shield penetration: +20% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes resistances: +6% blight / +6% light / +9% lightning Critical mult.: +12.00% Silence immunity: +10% Teleport immunity: +20% Life regen: +1.00 Maximum life: +51.00 Light radius: +4 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+3 eff.) Defense: +3 (+1 eff.) Changes stats: +8 Cun / +9 Wil Changes resistances: +20% mind Changes damage: +14% mind / +9% physical Critical mult.: +5.00% Physical save: +27 (+2 eff.) Mental save: +35 (+7 eff.) Psi each turn: +0.27 Maximum psi: +40.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +17% It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 826 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+1 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 231.92 arcane damage and stunned) Activation costs 85 power out of 92/150. 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 | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Str Changes resistances: +18% acid / +24% cold / +15% light Changes resistances penetration: +26% mind Changes damage: +6% mind / +15% cold Spell save: +6 (+0 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +3% lightning / +3% nature / +3% darkness Stun/Freeze immunity: +50% Knockback immunity: +20% Life regen: +23.00 Maximum life: +87.00 Mindpower: +10 (+2 eff.) Healing mod.: +15% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 45% * 20% chance to reduce all saves and defense by 57 Changes stats: +10 Wil Changes resistances: +3% mind Changes damage: +3% mind Mental save: +20 (+4 eff.) Stun/Freeze immunity: +39% Life regen: +20.00 Maximum life: +67.00 Healing mod.: +14% Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str / +8 Dex Changes damage: +21% mind / +9% physical Physical save: +36 (+2 eff.) Spell save: +22 (+2 eff.) Mental save: +19 (+4 eff.) Amulets make your neck look great! |
In main 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 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 51 power out of 30/60) : Effective talent level: 1.2 Power cost: 51 out of 30/60. 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 70 (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. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +5 Dex / +6 Wil / +5 Cun Changes resistances: +3% fire / +6% temporal Critical mult.: +14.00% Physical save: +9 (+0 eff.) Mental save: +11 (+2 eff.) Silence immunity: +10% Teleport immunity: +21% Maximum life: +105.00 Mental crit. chance: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 light / +8 blight When wielded/worn: Changes stats: +13 Cun Changes resistances: +15% light Changes damage: +15% temporal Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Mindpower: +38 (+6 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+5 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Con / +2 Wil Changes resistances: +20% blight / +15% all Changes resistances penetration: +10% blight / +18% mind Changes damage: +12% blight / +20% nature / +28% mind Poison immunity: +37% Disease immunity: +50% Life regen: +5.40 Mana each turn: +0.08 Psi each turn: +0.65 Maximum life: +84.00 Maximum psi: +33.00 Maximum vim: +40.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 24% 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. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 352 then cleanse 1 wound, poison, and disease effect. 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 826% 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1084% 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 563% 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 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 962 life over 5 turns. 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 554 life over 5 turns. 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 580 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 246 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 47% for 2 turns. Also removes cross-tier effects of the affected types for free. 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 854.42 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +4 Damage when hit (Melee): 2 physical Changes stats: +1 Con Changes resistances: +7% physical Critical mult.: +5.00% Stamina each turn: +0.20 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 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 527 (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. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun Changes resistances: +15% nature / +15% mind Talent mastery: +0.34 Psionic / Distortion Mental save: +12 (+2 eff.) Equilibrium when hit: +0.08 Maximum hate: +4.00 Maximum psi: +40.00 Mindpower: +20 (+3 eff.) Amulets make your neck look great! |
![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +9 Cun / +34 Con Changes resistances: +25% nature / +10% cold / +10% darkness / +30% mind Reduces incoming crit damage: 23.00% Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Amulets make your neck look great! |
![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +60% Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +23% lightning Changes resistances penetration: +25% blight Changes damage: +6% blight Talent mastery: +0.40 Psionic / Nightmare Spell save: +3 (+0 eff.) Blindness immunity: +30% Stun/Freeze immunity: +43% Infravision radius: +8 Sight radius: +2 See invisible: +10 Damage Shield penetration: +30% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Dex Changes resistances: +6% darkness Changes resistances penetration: +10% temporal Life regen: +2.00 Light radius: +2 See invisible: +9 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Dex Changes resistances penetration: +15% physical Changes damage: +15% acid Talent mastery: +0.15 Psionic / Dreaming See invisible: +6 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +12% darkness / +3% physical Talent mastery: +0.31 Psionic / Dreaming Pinning immunity: +20% Only die when reaching: -80.00 life Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +5% arcane Changes resistances penetration: +25% mind Changes damage: +27% fire / +27% arcane / +9% mind Stun/Freeze immunity: +31% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +9 Con Changes resistances: +18% fire Changes resistances penetration: +20% blight Changes damage: +27% mind Equilibrium when hit: +0.20 Psi when hit: +0.32 Maximum hate: +4.00 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +25 (+10 eff.) Physical crit. chance: +8.0% Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 45% * 10% chance to blind Changes resistances: +9% light Changes damage: +11% light / +9% darkness Only die when reaching: -80.00 life Maximum life: +100.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str Changes resistances: +19% mind Confusion immunity: +41% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Talent masteries: +0.40 Psionic / Dream Forge +0.40 Wild-gift / Mindstar mastery Mental save: +5 (+1 eff.) Confusion immunity: +19% Mindpower: +12 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Changes resistances cap: +6% all Physical save: +27 (+2 eff.) Blindness immunity: +21% Infravision radius: +7 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes damage: +15% blight / +11% fire Critical mult.: +15.00% Life regen: +4.00 Spellpower: +12 (+2 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 7 light / 13 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 45% * 11% chance to blind Changes damage: +11% light / +13% darkness Physical save: +16 (+1 eff.) Spell save: +22 (+2 eff.) Mental save: +19 (+4 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +17 (+6 eff.) Changes stats: +11 Lck Blindness immunity: +25% Infravision radius: +6 Sight radius: +2 See invisible: +10 Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Defense: +19 (+7 eff.) Changes stats: +14 Lck Blindness immunity: +33% Infravision radius: +8 Sight radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +20% temporal Pinning immunity: +44% Knockback immunity: +45% Mana each turn: +0.47 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% light / +15% darkness Blindness immunity: +26% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 57 * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% mind / +12% cold Changes resistances penetration: +25% temporal Changes damage: +24% mind Blindness immunity: +34% Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
![]() voratun amulet 'Hailwreath' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Dex Changes resistances: +24% cold Changes resistances penetration: +20% blight / +34% arcane / +20% nature Changes damage: +12% cold / +33% arcane / +41% fire Spell save: +12 (+1 eff.) Spellpower: +20 (+2 eff.) Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +16 Critical mult.: +17.00% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -5% Changes stats: +9 Dex / +7 Cun / +9 Con Life regen: +4.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +7 Dex / +10 Wil Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% mind / +9% light Disarm immunity: +35% Pinning immunity: +43% Stun/Freeze immunity: +20% Knockback immunity: +42% Psi when hit: +0.16 Maximum life: +50.00 Maximum hate: +10.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Mag Changes damage: +15% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +29% Life regen: +6.00 Infravision radius: +3 See invisible: +18 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex / +7 Mag / +2 Wil Changes resistances: +32% cold / +15% mind / +6% light Changes damage: +16% cold Light radius: +2 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +18% darkness / +6% fire Critical mult.: +20.00% Stun/Freeze immunity: +24% Life regen: +3.00 Psi when hit: +0.08 Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Damage when hit (Melee): 10 light / 10 cold Changes resistances: +6% blight / +12% cold Changes resistances penetration: +10% cold Stun/Freeze immunity: +30% Life regen: +4.00 Light radius: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +2 Cun Changes resistances: +9% light / +3% blight Changes resistances penetration: +5% blight Changes damage: +3% lightning Light radius: +2 Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +34% lightning / +49% fire / +15% acid Changes damage: +17% lightning / +20% fire Spell save: +9 (+1 eff.) Mental save: +18 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +22% darkness Changes resistances penetration: +5% blight Changes damage: +11% darkness Mental save: +7 (+1 eff.) Confusion immunity: +26% Stun/Freeze immunity: +22% Life regen: +2.00 Mana when firing critical spell: +2.00 Maximum vim: +10.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes resistances penetration: +20% blight / +29% arcane Mana when firing critical spell: +2.32 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +80.00 Spellpower: +45 (+6 eff.) Spell crit. chance: +5% Mindpower: +14 (+2 eff.) Damage Shield penetration: +30% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% physical / +18% darkness / +6% mind Changes resistances penetration: +20% fire Poison immunity: +21% Cut immunity: +20% Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +40% Teleport immunity: +21% Maximum life: +38.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +17 Changes resistances: +15% cold Changes resistances penetration: +15% light Changes damage: +27% lightning Blindness immunity: +20% Disease immunity: +21% Disarm immunity: +44% Pinning immunity: +42% Knockback immunity: +36% Maximum life: +44.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+8 eff.) Changes stats: +6 Str / +13 Dex / +8 Wil / +3 Cun / +7 Con Changes damage: +6% acid Infravision radius: +3 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Damage when hit (Melee): 10 lightning Changes stats: +4 Dex Changes resistances: +9% acid / +5% arcane / +6% light Changes resistances penetration: +25% light Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Dex / +3 Mag / +8 Wil / +3 Cun Changes damage: +31% nature Mental save: +14 (+3 eff.) Confusion immunity: +50% See invisible: +21 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Damage (Melee): 26 light Damage (Ranged): 20 light Changes stats: +7 Str / +6 Mag / +8 Con Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +15% light / +27% cold Mental save: +10 (+2 eff.) Confusion immunity: +33% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+12 eff.) Armour penetration: +4 Physical crit. chance: +7.0% Changes stats: +11 Dex Changes resistances: +9% acid / +40% cold / +9% fire Changes damage: +20% cold Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances: +24% darkness / +13% mind Changes resistances penetration: +15% arcane Changes damage: +12% darkness / +13% mind Silence immunity: +30% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +15% acid / +6% fire / +22% nature / +6% light Changes damage: +11% nature / +3% light Light radius: +2 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +6 Dex Stun/Freeze immunity: +30% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +13 Physical power: +14 (+3 eff.) Defense: +15 (+5 eff.) Changes damage: +6% all Spellpower: +17 (+2 eff.) Mindpower: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Life regen: +11.00 Maximum life: +71.00 Healing mod.: +15% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +13 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +13 (+2 eff.) Stun/Freeze immunity: +44% Life regen: +4.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+5 eff.) Changes stats: +8 Cun / +10 Dex Life regen: +10.00 Maximum life: +62.00 Healing mod.: +15% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Defense: +10 (+4 eff.) Changes stats: +8 Cun / +6 Wil Mindpower: +9 (+1 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +1 Str / +1 Dex Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Confusion immunity: +23% Spellpower: +14 (+2 eff.) Mindpower: +13 (+2 eff.) See invisible: +9 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex / +3 Mag / +2 Cun Changes resistances: +6% temporal Changes damage: +9% temporal Infravision radius: +3 See invisible: +24 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +11 Defense: +15 (+5 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +5 Defense: +10 (+4 eff.) Fatigue: -8% Damage when hit (Melee): 6 acid Changes stats: +1 Dex / +6 Mag / +7 Wil / +4 Con Changes resistances: +11% physical Changes damage: +14% physical Maximum encumbrance: +35 Spellpower: +12 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Effects on melee hit: * 20% chance to reduce armor by 27% Changes stats: +2 Str Changes resistances: +36% nature / +9% mind Changes damage: +24% nature / +21% physical Critical mult.: +15.00% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +7 Str / +9 Mag / +8 Wil / +7 Con Reduces incoming crit damage: 5.00% Physical save: +10 (+0 eff.) Spell save: +14 (+1 eff.) Mental save: +9 (+2 eff.) Spellpower: +5 (+0 eff.) Infravision radius: +3 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+0 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +4 (+0 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +13 Defense: +15 (+5 eff.) Changes stats: +7 Mag / +8 Wil Stun/Freeze immunity: +60% Spellpower: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +15 Defense: +13 (+5 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% acid / +20% blight Changes resistances penetration: +25% arcane / +25% temporal Changes damage: +20% acid / +9% temporal / +27% arcane Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Changes stats: +10 Dex / +5 Cun / +2 Con Changes resistances: +40% acid / +34% fire / +3% light / +6% cold Changes damage: +20% acid / +17% fire See invisible: +15 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 23% chance to reduce armor by 27% Changes resistances: +9% acid / +18% mind Changes resistances penetration: +29% darkness / +15% mind Changes damage: +21% light / +9% mind Maximum encumbrance: +40 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+7 eff.) Damage when hit (Melee): 4 acid / 4 nature Changes stats: +9 Cun / +9 Dex Changes resistances: +9% acid / +9% cold / +15% blight / +49% fire / +15% nature / +9% lightning Changes resistances penetration: +15% acid Changes damage: +20% fire Poison immunity: +28% Disease immunity: +30% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 57 Damage (Melee): 28 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 57 Damage (Ranged): 25 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +21% acid / +21% fire / +18% lightning / +30% cold Rings make your fingers look great! |
![]() acidic voratun battleaxe of daylight (56-85 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 86 damage over 5 turns and reducing armor and accuracy by 11 Damage (Melee): +27 light Damage against: +42% Undead Massive two-handed battleaxes. |
![]() swiftstrike dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% When wielded/worn: Changes stats: +11 Cun Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 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: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 173 Manaburn damage and puts 1 random spell talent on cooldown for 8 turns (checks Confusion immunity) When wielded/worn: Armour: +4 Defense: +59 (+19 eff.) Changes stats: +1 Str Changes resistances: +6% darkness Changes damage: +14% lightning / +14% cold / +13% physical Talent granted: +1 Attune Mindstar Pinning immunity: +40% Life regen: +1.40 Only die when reaching: -40.00 life Maximum life: +43.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 57 When wielded/worn: Changes stats: +4 Str / +7 Wil / +3 Con Changes resistances: +12% mind Changes resistances penetration: +33% mind Talent granted: +1 Attune Mindstar Mental save: +10 (+2 eff.) Hate when firing a critical mind attack: +6.54 Maximum psi: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +14% Light radius: +4 See invisible: +12 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 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: 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% Damage (Melee): +20 nature Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +12 nature When wielded/worn: Damage (Melee): 9 mind / 13 darkness Changes resistances: +12% fire Changes resistances penetration: +25% fire / +25% mind / +20% nature Changes damage: +9% mind / +9% darkness Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% 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. |
![]() dragonbone vilestaff 'Belyth' (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 27% chance to reduce armor by 27% * 27% chance to reduce strength, dexterity, and constitution by 17 Changes resistances: +33% fire / +7% arcane / +6% physical Changes resistances penetration: +25% acid Changes damage: +30% acid Talent granted: +1 Command Staff Mental save: +12 (+2 eff.) Knockback immunity: +27% Teleport immunity: +27% Only die when reaching: -108.81 life Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 78.92 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() drakeskin leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con Mental save: +12 (+2 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Armour: +11 Defense: +3 (+1 eff.) Changes resistances: +20% cold Critical mult.: +21.00% Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 27% Changes resistances: +26% mind / +13% all Changes resistances penetration: +25% light / +15% cold Changes damage: +9% acid / +18% cold / +26% mind / +27% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Effects when hit in melee: * 10% chance to slow global speed by 87% * 4 arcane resource burn Changes stats: +9 Con Changes resistances: +33% acid / +1% physical / +6% darkness / +6% fire / +15% all Changes damage: +27% nature / +22% acid Poison immunity: +55% Disease immunity: +38% Teleport immunity: +20% Life regen: +4.08 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +4 Changes stats: +4 Cun / +4 Mag Changes resistances: +30% fire / +15% all Changes resistances penetration: +11% temporal / +12% physical Changes damage: +27% physical / +26% light / +20% fire / +24% temporal / +24% darkness Only die when reaching: -60.00 life Maximum mana: +60.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +9 Cun / +13 Con Changes resistances: +39% lightning / +15% all Changes damage: +26% lightning / +24% nature Critical mult.: +18.00% Poison immunity: +44% Disease immunity: +47% Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Changes stats: +9 Cun / +6 Mag Changes resistances: +12% lightning / +25% darkness / +11% cold / +11% blight / +10% fire / +23% light / +15% all Changes damage: +24% light / +6% darkness Physical save: +48 (+3 eff.) Spell save: +30 (+2 eff.) Mental save: +33 (+6 eff.) Maximum life: +67.00 Maximum hate: +6.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +17% blight / +45% acid / +15% all Changes resistances penetration: +10% physical Changes damage: +30% acid / +6% blight / +9% mind / +25% nature Poison immunity: +43% Disease immunity: +49% Life regen: +5.40 Stamina each turn: +3.03 Maximum life: +72.00 Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +12% blight / +15% all Changes resistances penetration: +8% mind Changes damage: +16% mind Life regen: +4.70 Psi each turn: +0.55 Maximum life: +41.00 Maximum psi: +13.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +3% Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -18% Changes stats: +5 Wil / +6 Con Changes resistances: +6% temporal / +5% arcane / +9% mind Changes resistances penetration: +10% physical Changes damage: +12% mind / +9% fire Maximum encumbrance: +38 Physical save: +10 (+0 eff.) Stamina each turn: +0.60 Maximum life: +53.00 Mindpower: +8 (+1 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 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 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 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 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: -5% Changes stats: +4 Wil / +8 Cun / +5 Con Changes resistances: +9% fire / +3% nature / +2% physical Physical save: +26 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +24 (+5 eff.) Stamina each turn: +0.60 Maximum life: +38.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to reduce all saves and defense by 57 Damage when hit (Melee): 6 blight Changes stats: +9 Cun Changes resistances: +23% mind Changes damage: +9% blight / +20% mind / +6% arcane Physical save: +15 (+1 eff.) Mental save: +31 (+6 eff.) Mana each turn: +0.29 Maximum psi: +27.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +8 Dex / +6 Wil Changes resistances: +14% acid / +14% physical / +6% light / +15% fire / +6% nature / +11% cold / +6% mind / +12% lightning Changes resistances penetration: +5% mind Physical save: +15 (+1 eff.) A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 light Changes stats: +8 Str / +8 Dex / +9 Wil / +8 Cun / +8 Con Changes resistances: +13% blight / +25% cold / +12% mind Changes resistances penetration: +5% light Changes damage: +3% light / +6% mind Allows you to breathe in: water Mental save: +12 (+2 eff.) Maximum hate: +4.00 Mindpower: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight Changes stats: +10 Dex Changes resistances: +12% mind Changes resistances penetration: +25% blight / +25% temporal / +25% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 26 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Cun / +4 Wil Changes resistances: +23% mind / +6% fire Spell save: +9 (+1 eff.) Mental save: +41 (+8 eff.) Confusion immunity: +40% Equilibrium when hit: +0.08 Mindpower: +5 (+1 eff.) Mental crit. chance: +3% Infravision radius: +3 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 blight Changes stats: +5 Str / +1 Mag / +28 Wil Changes resistances: +26% blight / +9% light Spell save: +9 (+1 eff.) Mental save: +43 (+8 eff.) Spellpower: +10 (+2 eff.) Light radius: +3 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% cold / +9% light / +18% darkness Changes damage: +18% mind Physical save: +24 (+2 eff.) Spell save: +9 (+1 eff.) Life regen: +4.04 Maximum life: +100.00 A cap made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +1 Dex / +1 Mag / +15 Wil / +4 Con Changes resistances: +25% blight Mental save: +21 (+4 eff.) Spellpower: +15 (+2 eff.) Light radius: +3 See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Changes stats: +2 Str / +5 Wil / +4 Cun Changes resistances: +12% lightning / +10% temporal / +25% nature / +2% physical Changes resistances penetration: +20% nature Changes damage: +17% nature / +9% physical Physical save: +6 (+0 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +14 Con Changes resistances: +12% fire / +15% cold Changes resistances penetration: +10% arcane Physical save: +9 (+0 eff.) Mental save: +13 (+2 eff.) Maximum mana: +80.00 Maximum vim: +40.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 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 (+3 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+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: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Str Changes resistances: +6% lightning / +6% fire / +13% nature / +4% physical Changes resistances penetration: +25% mind Changes damage: +8% nature Spell save: +9 (+1 eff.) Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
![]() 0.00 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 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 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 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +31 (+11 eff.) Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +26% physical / +15% all Reduces incoming crit damage: 15.66% Physical save: +19 (+1 eff.) Disease immunity: +21% Teleport immunity: +21% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 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 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 4.0 Power cost: 68 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 18.71 cold damage and 19.18 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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 Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances penetration: +10% all Maximum life: +55.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() 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 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb 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 When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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 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. |
![]() 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 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +3 Cun Changes resistances penetration: +10% physical Changes damage: +6% physical Critical mult.: +20.88% Equilibrium when hit: +0.12 Only die when reaching: -83.52 life Mindpower: +25 (+4 eff.) It can be used to blast the opponent's mind dealing 843 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +21% acid / +15% mind Changes resistances penetration: +25% mind Maximum life: +100.00 Maximum hate: +4.00 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Con Changes damage: +6% light / +6% physical Critical mult.: +20.00% Only die when reaching: -80.00 life It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 621 Base Damage: 274 Armor: 6 All Resist: 6 Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 22 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 87% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 43 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes damage: +21% mind Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +2 See invisible: +6 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 65. 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 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 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 (+4 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
By Tykosleep the Yeek Solipsist level 39
60th Pyre 123rd year of Ascendancy at 13:58 see stats
By Tykosleep the Yeek Solipsist level 50
2nd Decay 123rd year of Ascendancy at 14:04 see stats
By Tykosleep the Yeek Solipsist level 39
58th Pyre 123rd year of Ascendancy at 19:54 see stats
By Tykosleep the Yeek Solipsist level 32
62nd Regrowth 123rd year of Ascendancy at 06:52 see stats
By Tykosleep the Yeek Solipsist level 50
75th Haze 123rd year of Ascendancy at 09:56 see stats
By Tykosleep the Yeek Solipsist level 50
26th Pyre 124th year of Ascendancy at 09:29 see stats
By Tykosleep the Yeek Solipsist level 45
56th Dusk 123rd year of Ascendancy at 03:02 see stats
By Tykosleep the Yeek Solipsist level 37
55th Pyre 123rd year of Ascendancy at 10:26 see stats
By Tykosleep the Yeek Solipsist level 10
2nd Dusk 122nd year of Ascendancy at 13:21 see stats
By Tykosleep the Yeek Solipsist level 50
10th Flare 124th year of Ascendancy at 17:20 see stats
By Tykosleep the Yeek Solipsist level 41
14th Dusk 123rd year of Ascendancy at 11:08 see stats
By Tykosleep the Yeek Solipsist level 37
53rd Pyre 123rd year of Ascendancy at 12:46 see stats
By Tykosleep the Yeek Solipsist level 31
35th Haze 122nd year of Ascendancy at 17:41 see stats
By Tykosleep the Yeek Solipsist level 23
7th Haze 122nd year of Ascendancy at 07:56 see stats
By Tykosleep the Yeek Solipsist level 33
74th Regrowth 123rd year of Ascendancy at 02:38 see stats
By Tykosleep the Yeek Solipsist level 31
36th Haze 122nd year of Ascendancy at 21:41 see stats
By Tykosleep the Yeek Solipsist level 50
31st Regrowth 124th year of Ascendancy at 04:21 see stats
By Tykosleep the Yeek Solipsist level 50
1st Dusk 124th year of Ascendancy at 00:09 see stats
By Tykosleep the Yeek Solipsist level 50
39th Pyre 124th year of Ascendancy at 06:43 see stats
By Tykosleep the Yeek Solipsist level 35
37th Pyre 123rd year of Ascendancy at 20:31 see stats
By Tykosleep the Yeek Solipsist level 50
26th Pyre 124th year of Ascendancy at 12:37 see stats
By Tykosleep the Yeek Solipsist level 10
3rd Summertide 122nd year of Ascendancy at 10:20 see stats
By Tykosleep the Yeek Solipsist level 20
34th Dusk 122nd year of Ascendancy at 01:11 see stats
By Tykosleep the Yeek Solipsist level 30
27th Haze 122nd year of Ascendancy at 05:48 see stats
By Tykosleep the Yeek Solipsist level 40
11st Dusk 123rd year of Ascendancy at 19:14 see stats
By Tykosleep the Yeek Solipsist level 50
54th Haze 123rd year of Ascendancy at 18:21 see stats
By Tykosleep the Yeek Solipsist level 50
55th Dusk 124th year of Ascendancy at 15:59 see stats
By Tykosleep the Yeek Solipsist level 50
29th Regrowth 124th year of Ascendancy at 14:37 see stats
By Tykosleep the Yeek Solipsist level 32
52nd Regrowth 123rd year of Ascendancy at 07:39 see stats
By Tykosleep the Yeek Solipsist level 50
9th Allure 124th year of Ascendancy at 17:46 see stats
By Tykosleep the Yeek Solipsist level 44
52nd Dusk 123rd year of Ascendancy at 15:04 see stats
By Tykosleep the Yeek Solipsist level 23
76th Dusk 122nd year of Ascendancy at 17:29 see stats
By Tykosleep the Yeek Solipsist level 44
52nd Dusk 123rd year of Ascendancy at 12:42 see stats
By Tykosleep the Yeek Solipsist level 50
55th Dusk 124th year of Ascendancy at 15:58 see stats
By Tykosleep the Yeek Solipsist level 10
3rd Summertide 122nd year of Ascendancy at 10:48 see stats
By Tykosleep the Yeek Solipsist level 50
29th Regrowth 124th year of Ascendancy at 16:52 see stats
By Tykosleep the Yeek Solipsist level 50
55th Dusk 124th year of Ascendancy at 15:59 see stats
By Tykosleep the Yeek Solipsist level 50
51st Dusk 124th year of Ascendancy at 14:19 see stats
By Tykosleep the Yeek Solipsist level 47
5th Haze 123rd year of Ascendancy at 15:21 see stats
By Tykosleep the Yeek Solipsist level 28
23rd Haze 122nd year of Ascendancy at 18:31 see stats
By Tykosleep the Yeek Solipsist level 18
24th Dusk 122nd year of Ascendancy at 03:49 see stats
By Tykosleep the Yeek Solipsist level 50
54th Dusk 124th year of Ascendancy at 11:13 see stats
By Tykosleep the Yeek Solipsist level 38
58th Pyre 123rd year of Ascendancy at 12:32 see stats
Log
High Sun Paladin Aeryn hits Argoniel for 13 fire, 11 blight, 7 acid (31 total damage).
Burning from Argoniel hits High Sun Paladin Aeryn for 78 fire damage.
Weakness Disease from Argoniel hits High Sun Paladin Aeryn for 75 blight damage.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 48 acid damage.
Waking Nightmare from Tykosleep hits Argoniel for 113 darkness damage.
Tykosleep's creeping dark hits Ghast for 112 darkness damage.
Argoniel activates Overkill.
Tykosleep uses Mind Sear.
Tykosleep's mind surges with critical power!
The powerful blow energizes Argoniel reducing their cooldowns!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
High Sun Paladin Aeryn hits Argoniel for 14 physical, 47 light (61 total damage).
Tykosleep hits Argoniel for 1994 mind damage.
Tykosleep killed Argoniel!
Thought-forged bowman receives 7 healing.
Talent Mind Sear is ready to use.
Tykosleep receives 8 healing (8 psi heal).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: No Way! (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
You feel the power of the Way within you!
Saving done.