Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 41 / 17% |
| Size | small |
| Lifes / Deaths | Killed by Emytira the copperhead snake at level 21 on the 6th Decay 122nd year of Ascendancy at 05:34 2 / 6Killed by Lisildassra the gigantic sandworm tunneler at level 28 on the 27th Regrowth 123rd year of Ascendancy at 00:09 Killed by Urkis, the High Tempest at level 34 on the 60th Regrowth 123rd year of Ascendancy at 11:46 Killed by Zubira the dredge captain at level 41 on the 55th Pyre 123rd year of Ascendancy at 19:21 Killed by Aerota the bone giant at level 41 on the 55th Pyre 123rd year of Ascendancy at 21:50 Killed by Yoda at level 41 on the 55th Pyre 123rd year of Ascendancy at 21:54 |
| Antimagic | Follower |
Primary Stats
| Strength | 30 (base 22) |
| Dexterity | 10 (base 12) |
| Constitution | 42 (base 31) |
| Magic | 10 (base 10) |
| Willpower | 84 (base 60) |
| Cunning | 74 (base 60) |
Resources
| Psi_feedback | 92/110 |
| Life | 406/406 |
| Equilibrium | 0 |
| Stamina | 442/442 |
| Psi | 583/583 |
| Healing Factor | 1.4 |
| Regeneration | 0.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +135.03467857277% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 53 |
| Crit Chance | 24% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 53 |
| Crit Chance | 24% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 34 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 4 |
| Physical Save | 42.69 |
| Spell Save | 35.76 |
| Mental Save | 45 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Disarm Resistance | 25% |
| Confusion Resistance | 81% |
| Silence Resistance | 46% |
| Stun Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 608 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 226 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 695% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+22% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Yvodhetta the white wolf. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Khalsuhar the dolleg. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Saluth the rattlesnake. Escort: temporal explorer (level 2 of Old Forest) | failed |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 374. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aeriyanor the pair of dwarven-steel boots (0 def, 4 armour) Aeriyanor the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% acid / +9% fire / +6% darkness / +10% cold Physical save: +25 (+7 eff.) Stun/Freeze immunity: +5% Knockback immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (138 power, based on Willpower), costing 8 power out of 14/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Gloomwisp' (0 def, 4 armour) dwarven-steel helm 'Gloomwisp' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Str / +4 Cun / +4 Wil Changes resistances: +11% acid / +11% fire / +7% cold / +11% lightning Changes damage: +9% mind Reduces incoming crit damage: 5.00% Mindpower: +11 (+3 eff.) See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent 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 (+3 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 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 166.00 arcane damage and stunned), costing 72 power out of 90/150. 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 | quiet dwarven-steel torque of mindblast [power 181] (7/5 cooldown) quiet dwarven-steel torque of mindblast [power 181] (7/5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to fire a blast of psionic energies in a range 9 beam dealing 90.50 to 181.00 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 21.24 cold and 20.32 physical damage (based on Willpower) each turn and knocking opponents back, costing 44 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Stormpain StormpainInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 lightning Changes stats: +4 Con Changes resistances: +30% nature Changes resistances penetration: +10% lightning Changes damage: +15% nature / +6% blight Physical save: +8 (+2 eff.) Disarm immunity: +25% Pinning immunity: +25% Knockback immunity: +29% Maximum life: +32.00 Rings can have magical properties. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 22 power out of 60/60) : Effective talent level: 2.0 Power cost: 22 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+3 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 259.55 mind damage (based on Willpower) to all within radius 5, costing 29 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
| Cloak | shadow cashmere cloak of the hunter (2 def, 0 armour) shadow cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+10 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes resistances: +15% darkness Changes resistances penetration: +8% darkness Changes damage: +7% darkness Stealth bonus: +14 Maximum life: +54.00 Maximum stamina: +17.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 59.55 to 74.43 physical damage (based on Willpower and Cunning) with knockback, costing 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the psychic (heal 246) healing infusion of the psychic (heal 246)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 246 and cleanse 1 wound and poison 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 ability. |
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 224)healing infusion of the sneak (heal 224) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+16 for 10 turns, die at -655) heroism infusion of the sneak (+16 for 10 turns, die at -655)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -655 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 470 over 5 turns) regeneration infusion of the psychic (heal 470 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 420 over 5 turns) regeneration infusion of the sneak (heal 420 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 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 ability. |
wild infusion of the psychic (resist 22%; cure mental, physical) wild infusion of the psychic (resist 22%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 25%; cure magical, physical) wild infusion of the psychic (resist 25%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Bethurin BethurinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +8 Dex / +5 Wil / +1 Con Changes resistances penetration: +5% physical Maximum encumbrance: +20 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 29 power out of 40/40) : Effective talent level: 1.6 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 291 (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. |
Giravea GiraveaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Physical crit. chance: +4.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +24% temporal / +18% light / +19% darkness Changes damage: +6% arcane / +9% temporal Critical mult.: +16.00% Blindness immunity: +25% Pinning immunity: +36% Knockback immunity: +22% Amulets can have magical properties. |
Ivuth IvuthInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +12 Wil Changes damage: +9% acid / +12% physical Talent masteries: +0.28 Psionic / Nightmare +0.28 Psionic / Solipsism Physical save: +6 (+2 eff.) Stamina each turn: +0.20 Maximum stamina: +5.00 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused 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 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 22 power out of 30/30) : Effective talent level: 5.2 Power cost: 22 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 12 turns, there's a 24% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. 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. |
Withering Orbs Withering OrbsInfused 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... |
cleansing gold amulet of strength (+5) cleansing gold amulet of strength (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +13% nature / +13% blight Poison immunity: +24% Disease immunity: +24% Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
steel amulet 'Salerithra' steel amulet 'Salerithra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+2 eff.) Fatigue: -5% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +3 Str / +3 Dex / +4 Cun / +4 Con / +7 Lck Changes resistances: +3% fire / +6% temporal Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Emima the gold ring Emima the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Damage when hit (Melee): 12 mind Changes stats: +6 Cun Changes resistances: +3% mind Changes resistances penetration: +5% blight / +25% mind Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 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 29%. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Torykalthofang the Obsidianwinnow Torykalthofang the ObsidianwinnowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +11 Defense: +9 (+4 eff.) Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +6% darkness It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gold ring 'Urthuregoldir' gold ring 'Urthuregoldir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +8 Changes stats: +4 Str / +3 Cun / +1 Con Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Rings can have magical properties. |
mule's steel ring of perseverance mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
rogue's gold ring of perseverance rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +32% Life regen: +1.90 Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Rings can have magical properties. |
savior's copper ring of frost (+20%) savior's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
steel ring 'Spiderbrand' steel ring 'Spiderbrand'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Damage when hit (Melee): 8 nature Changes stats: +6 Cun / +7 Dex Changes resistances: +6% mind Changes resistances penetration: +5% nature Changes damage: +12% nature Rings can have magical properties. |
titan's gold ring of nature (+30%) titan's gold ring of nature (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +30% nature Changes damage: +15% nature Physical save: +10 (+3 eff.) Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
warrior's steel ring of tenacity warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
Hathyromirion HathyromirionInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+5 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +6% acid Critical mult.: +8.00% Physical save: +18 (+5 eff.) Mental save: +3 (+1 eff.) Pinning immunity: +20% Life regen: +0.40 Mindpower: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Galewild (2 def, 0 armour) Galewild (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 lightning Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +9% mind Changes damage: +3% lightning Talent mastery: +0.30 Technique / Combat training Spell save: -18 (-7 eff.) Stamina each turn: +0.80 Mana each turn: -0.28 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gesebeth the Sparkvault (2 def, 0 armour) Gesebeth the Sparkvault (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +12% lightning Changes damage: +6% lightning / +6% darkness Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloragarin the woollen robe (0 def, 0 armour) Gloragarin the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +5% lightning / +12% darkness / +5% cold / +15% mind / +15% fire Changes damage: +8% lightning / +7% physical / +7% cold / +10% fire Physical save: +11 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +24 (+8 eff.) Life regen: +0.40 Maximum vim: +20.00 Spell crit. chance: +2% Healing mod.: +15% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cinder rough leather gloves of strength (+3) (0 def, 1 armour) cinder rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +3 Str Changes resistances: +5% fire Changes damage: +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethilaith the Furnace's kiss (0 def, 3 armour) Bethilaith the Furnace's kiss (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% light / +7% cold Changes resistances penetration: +5% fire Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dourflash (0 def, 4 armour) Dourflash (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+5 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict damage reduction * 40% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +10 Str / +6 Con Changes damage: +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morninggrinder the hardened leather cap (0 def, 6 armour) Morninggrinder the hardened leather cap (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 4 light Changes stats: +12 Dex Changes resistances: +28% darkness Changes resistances penetration: +25% light / +5% arcane Changes damage: +6% light Infravision radius: +8 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
64 alchemist agate 64 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Xanoldalaith (dig speed 38 turns) Xanoldalaith (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +2 Con Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
alchemist's lamp of health alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of psychoportation [power 34] (7/22 cooldown) dwarven-steel torque of psychoportation [power 34] (7/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of charged psionic shield [power 63] (7/15 cooldown) hateful dwarven-steel torque of charged psionic shield [power 63] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 63 for 7 turns, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 47] (7/15 cooldown) steel torque of thermal psionic shield [power 47] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of kinetic psionic shield [power 105] (7/21 cooldown) supercharged dwarven-steel torque of kinetic psionic shield [power 105] (7/21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 105 for 7 turns, putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of kinetic psionic shield [power 47] (7/15 cooldown) warded steel torque of kinetic psionic shield [power 47] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Yoda the Yeek Solipsist level 40
20th Pyre 123rd year of Ascendancy at 07:34 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yoda the Yeek Solipsist level 24
2nd Wintertide 123rd year of Ascendancy at 13:10 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Yoda the Yeek Solipsist level 40
16th Pyre 123rd year of Ascendancy at 08:02 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Yoda the Yeek Solipsist level 33
52nd Regrowth 123rd year of Ascendancy at 23:16 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Yoda the Yeek Solipsist level 33
57th Regrowth 123rd year of Ascendancy at 06:54 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yoda the Yeek Solipsist level 10
10th Flare 122nd year of Ascendancy at 04:06 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Yoda the Yeek Solipsist level 33
46th Regrowth 123rd year of Ascendancy at 16:07 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yoda the Yeek Solipsist level 21
6th Decay 122nd year of Ascendancy at 16:19 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yoda the Yeek Solipsist level 34
60th Regrowth 123rd year of Ascendancy at 15:41 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Yoda the Yeek Solipsist level 40
32nd Pyre 123rd year of Ascendancy at 23:24 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yoda the Yeek Solipsist level 24
2nd Wintertide 123rd year of Ascendancy at 13:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yoda the Yeek Solipsist level 10
5th Flare 122nd year of Ascendancy at 11:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yoda the Yeek Solipsist level 20
62nd Haze 122nd year of Ascendancy at 13:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Yoda the Yeek Solipsist level 30
39th Regrowth 123rd year of Ascendancy at 16:56 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Yoda the Yeek Solipsist level 40
15th Pyre 123rd year of Ascendancy at 18:17 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yoda the Yeek Solipsist level 16
46th Dusk 122nd year of Ascendancy at 04:03 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yoda the Yeek Solipsist level 29
38th Regrowth 123rd year of Ascendancy at 23:09 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Yoda the Yeek Solipsist level 24
2nd Wintertide 123rd year of Ascendancy at 13:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yoda the Yeek Solipsist level 11
24th Dusk 122nd year of Ascendancy at 13:30 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Yoda the Yeek Solipsist level 24
2nd Wintertide 123rd year of Ascendancy at 13:10 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Yoda the Yeek Solipsist level 41
34th Pyre 123rd year of Ascendancy at 10:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Yoda the Yeek Solipsist level 10
11st Dusk 122nd year of Ascendancy at 00:29 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Yoda the Yeek Solipsist level 40
33rd Pyre 123rd year of Ascendancy at 12:07 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Yoda the Yeek Solipsist level 36
3rd Pyre 123rd year of Ascendancy at 19:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yoda the Yeek Solipsist level 19
61st Haze 122nd year of Ascendancy at 10:54 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Yoda the Yeek Solipsist level 38
13rd Pyre 123rd year of Ascendancy at 23:55 see stats
Log
Yoda converts some damage to Psi!
Yoda hits Aerota the bone giant for 4 lightning, 4 lightning (7 total damage).
Zubira the dredge captain hits Aerota the bone giant for (104 to psi shield), 310 physical, (77 to psi shield), 27 physical (337 total damage).
Zubira the dredge captain hits Yoda for (289 resonance), 94 to psi, 125 physical, (72 resonance), 24 to psi, 31 physical (275 total damage).
Aerota the bone giant hits Yoda for (9 resonance), 25 to psi, 33 physical, , (4 dismissed), 1 to psi, 2 blight, (15 dismissed), 5 to psi, 6 physical, (14 dismissed), 2 to psi, 3 fire, 23 to psi, 30 physical, (6 dismissed), 2 to psi, 2 blight, , (3 dismissed), 1 to psi, 1 blight, (15 dismissed), 5 to psi, 6 physical (148 total damage).
Yoda the level 41 yeek solipsist was punctured to death by Aerota the bone giant on level 1 of Ruined Dungeon.
You have 2 life(s) left.
Yoda deactivates Lucid Dreamer.
Yoda stops regenerating health quickly.
Yoda deactivates Night Terror.
Yoda deactivates Psiblades.
Yoda deactivates Wild Growth.
Yoda is not stunned anymore.
Yoda is no longer attuned.
Yoda survived the attenuation.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aerota the bone giant killed Yoda!
Saving done.
Talent Psionic Maelstrom is ready to use.
Talent Sunder Mind is ready to use.
Talent Hack'n'Back is ready to use.
Talent Dig is ready to use.
Talent Nature's Touch is ready to use.
Yoda receives 4 healing (6 psi heal).
Talent Mind Sear is ready to use.
Yoda receives 4 healing (5 psi heal).
Saving game...
