









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 43 / 26% |
| Size | small |
| Lifes / Deaths | Killed by Belyta the brown bear at level 43 on the 69th Haze 123rd year of Ascendancy at 15:08 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 42 (base 33) |
| Constitution | 34 (base 28) |
| Magic | 10 (base 10) |
| Willpower | 102 (base 60) |
| Cunning | 87 (base 60) |
Resources
| Life | -91/785 |
| Equilibrium | 48 |
| Psi | 230/671 |
| Healing Factor | 1.3853365646229 |
| Regeneration | 43.912706710694 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 42.450402445479 |
| See Invisible | 65.45040244548 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 55 |
| Crit Chance | 39% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 55 |
| Crit Chance | 28% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 99 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +33% |
| Nature | +35% |
| Darkness | +15% |
| Blight | +12% |
| Mind | +38% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +31% |
| Light | +18% |
| Nature | +38% |
| Cold | +23% |
| Fire | +28% |
| Mind | +70% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 40.75 |
| Spell Save | 44.75 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 49%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 48%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 68%( 70%) |
| Temporal | + 23%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Silence Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Stun Resistance | 45% |
| Poison Resistance | 31% |
| Blind Resistance | 18% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 701 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 722% 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. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 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 |
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. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by vampire lord. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Silussra the mountain troll thunderer. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Neriwyn the orc archer. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by slumbering giant venus flytrap. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 245. | 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 |
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 has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of faeros ash. * You've found the needed giant spider spinneret. | 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 within1 lumberjacks have died. | 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 | 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 | pair of hardened leather boots 'Heatstreak' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 49 Changes stats: +3 Cun / +4 Dex Changes resistances: +9% blight / +9% fire Changes resistances penetration: +25% mind / +15% fire Changes damage: +9% mind / +21% fire It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
| Light source | dwarven lantern 'Sleettide'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +15% blight / +3% cold / +9% acid Changes resistances penetration: +10% cold / +13% all Spell save: +15 (+1 eff.) Mental save: +6 (+2 eff.) Life regen: +14.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Bokiromihell (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +15% nature / +6% cold Changes damage: +10% nature Reduces incoming crit damage: 15.00% Only die when reaching: -80.00 life Maximum life: +60.00 Healing mod.: +20% A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (6 def, 8 armour)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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 199.00 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Thunderwoe [power 93] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Str Changes resistances: +4% physical Changes damage: +21% lightning Critical mult.: +20.00% Stamina each turn: +3.00 Equilibrium when hit: +0.12 Maximum psi: +30.00 It can be used to setup a psionic shield, reducing all damage taken by 93 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Gorirab'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +10% nature / +11% blight Critical mult.: +20.00% Poison immunity: +21% Disease immunity: +19% Equilibrium when hit: +0.20 Psi when hit: +0.12 Mental crit. chance: +2% Infravision radius: +3 Rings make your fingers look great! |
| On fingers | steel ring 'Noonburst'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Cun / +2 Wil Critical mult.: +20.00% Stun/Freeze immunity: +25% Life regen: +3.00 Light radius: +2 Rings make your fingers look great! |
| Around neck | Earidunandur the MorningruptureInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Dex / +8 Con Changes resistances: +15% lightning Changes resistances penetration: +5% light Physical save: +3 (+0 eff.) Blindness immunity: +18% Poison immunity: +10% Cut immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +6 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
| In main hand | pulsing mindstar 'Silimina' (14-15 power, 34 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 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: +34 Crit. chance: +14.5% Attack speed: 100% On weapon hit: * 15% chance to slow global speed by 79% * 17% chance to reduce armor by 25% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +1.0% Changes resistances: +19% lightning / +21% fire / +17% cold Changes damage: +9% blight Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Life regen: +1.70 Maximum life: +42.00 Spellpower: +20 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Aerytta the BlindmasterInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun / +4 Wil Physical save: +6 (+1 eff.) Equilibrium when hit: +0.04 Maximum psi: +20.00 Mindpower: +18 (+3 eff.) Light radius: +1 A belt that goes around your waist. |
| In off hand | Gludatha (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 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: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 arcane When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +20% mind Changes damage: +12% mind Talent granted: +1 Attune Mindstar Spell save: +5 (+0 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +36 (+6 eff.) Mental crit. chance: +8% 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. |
| Cloak | Alemas the elven-silk cloak (33 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +33 (+11 eff.) Changes resistances: +7% acid / +3% temporal / +22% darkness / +3% physical / +8% cold / +7% lightning / +9% fire Changes resistances penetration: +18% darkness Changes damage: +15% darkness / +3% blight Stealth bonus: +25 Physical save: +12 (+2 eff.) Teleport immunity: +20% Mana when firing critical spell: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | psion's elven-silk robe of lightning (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +18% lightning / +15% all Changes resistances penetration: +12% mind Changes damage: +17% mind / +12% lightning Psi each turn: +0.45 Maximum psi: +24.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 706%; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% 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. |
regeneration infusion of the sneak (heal 407; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 407 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. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
solipsist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 49 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 49 Damage (Ranged): 8 physical Changes stats: +7 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mindpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Olokath (50-75 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 50.0 - 75.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 42% chance to reduce all saves and defense by 49 Damage (Melee): +14 mind Damage (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +12 Cun / +7 Wil Changes resistances: +9% acid / +15% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Flameblur the elven-wood magestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+5 eff.) Changes resistances: +6% acid / +27% fire / +6% darkness / +15% blight Changes damage: +6% darkness / +31% fire Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 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 71.17 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. |
This item will automatically be transmogrified when you leave the level.Belana the Breezegrind (32-44 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 79% Damage (Melee): +13 nature Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +20 darkness When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 79% * 20% chance to reduce armor by 25% Changes resistances: +15% nature Changes resistances penetration: +25% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Malista the Freezeripper (33-46 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Changes stats: +4 Dex / +7 Wil / +4 Cun Changes resistances penetration: +15% cold Changes damage: +15% cold See invisible: +6 One-handed war axes. |
Lisudhelaith the Lavarune (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +4 Str / +4 Con Changes resistances: +9% darkness / +7% physical Changes resistances penetration: +15% fire Poison immunity: +20% Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenimarim (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Dex Changes resistances: +6% acid / +45% darkness / +21% cold / +5% arcane / +15% all Changes damage: +30% darkness Silence immunity: +20% Stamina each turn: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Growbringer (4 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Changes stats: +6 Str / +2 Dex / +6 Mag / +7 Wil / +6 Cun Changes resistances: +10% lightning / +13% cold / +6% nature / +13% all Changes damage: +17% lightning / +18% physical / +6% light / +18% cold Physical save: +24 (+3 eff.) Spell save: +20 (+2 eff.) Spellpower: +5 (+0 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 62.40 to 78.00 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
silk robe 'Strikepower' (4 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +15% lightning / +13% all Changes resistances penetration: +10% lightning / +10% nature Changes damage: +3% nature Physical save: +24 (+3 eff.) Spell save: +19 (+2 eff.) Mental save: +17 (+6 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Glimmermight' (0 def, 8 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +8 Fatigue: -7% Damage when hit (Melee): 4 light Changes stats: +1 Str / +3 Dex / +4 Mag / +5 Wil / +9 Cun Maximum encumbrance: +30 Physical save: +27 (+3 eff.) Spell save: +11 (+1 eff.) Mental save: +12 (+4 eff.) Infravision radius: +2 A pair of boots made of leather. |
Maleruilach the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +13 Armour: +3 Damage (Melee): 7 acid Changes stats: +5 Dex / +2 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +7% acid Changes damage: +7% acid Physical save: +19 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +36% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +5 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 agate0.00 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. |
260 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. |
4 onyx0.00 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. |
5 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +20.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"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. |
Forbidden Tome: "The Illusory Castle"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. |
3 emerald0.00 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. |
2 jade0.00 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. |
6 spinel0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Duskwrecker the dwarven lanternPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +7 Mag Changes resistances: +10% blight / +23% darkness Changes resistances penetration: +15% darkness Spellpower: +19 (+3 eff.) Spell crit. chance: +5% Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Light radius: +11 Infravision radius: +6 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
MorathPowered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +7 Mag Changes resistances: +10% darkness / +9% fire Changes damage: +12% light Damage affinity(heal): +5% light Spell save: +18 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +40.00 Spellpower: +13 (+2 eff.) Light radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 79.32 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.9 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 28 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 16% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many WaysPowered 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. |
6 garnet0.00 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. |
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 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. |
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) 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. |
dwarven-steel torque of clear mind 'Isirekira' [power 3] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +4 Str Equilibrium when hit: +0.24 Mindpower: +20 (+4 eff.) Mental crit. chance: +7% See invisible: +6 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. Torques are made by powerful psionics to store psionic powers. |
Arokhad the Shadelord [power 200] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +1 Con Changes damage: +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Increase all damage by 10% for 2 turns. * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of summon tentacle [power 85] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 170 Base Damage: 85 Armor: 1 All Resist: 1 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
ash wand of lightning storm 'Polelaith' [power 194] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances penetration: +15% arcane / +10% acid Changes damage: +9% acid It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (258 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Heal for 47. * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 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. |
6 ametrine0.00 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. |
2 citrine0.00 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. |
13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By bullets, mind bullets the Yeek Solipsist level 39
1st Dusk 123rd year of Ascendancy at 00:11 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By bullets, mind bullets the Yeek Solipsist level 39
4th Flare 123rd year of Ascendancy at 20:31 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By bullets, mind bullets the Yeek Solipsist level 18
44th Haze 122nd year of Ascendancy at 19:03 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By bullets, mind bullets the Yeek Solipsist level 39
4th Dusk 123rd year of Ascendancy at 18:32 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By bullets, mind bullets the Yeek Solipsist level 42
40th Haze 123rd year of Ascendancy at 18:44 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By bullets, mind bullets the Yeek Solipsist level 37
1st Flare 123rd year of Ascendancy at 18:58 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By bullets, mind bullets the Yeek Solipsist level 24
10th Allure 123rd year of Ascendancy at 04:34 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By bullets, mind bullets the Yeek Solipsist level 32
77th Regrowth 123rd year of Ascendancy at 21:01 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By bullets, mind bullets the Yeek Solipsist level 36
3rd Summertide 123rd year of Ascendancy at 14:38 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By bullets, mind bullets the Yeek Solipsist level 40
20th Dusk 123rd year of Ascendancy at 05:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By bullets, mind bullets the Yeek Solipsist level 10
8th Dusk 122nd year of Ascendancy at 13:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By bullets, mind bullets the Yeek Solipsist level 20
52nd Haze 122nd year of Ascendancy at 00:25 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By bullets, mind bullets the Yeek Solipsist level 30
40th Regrowth 123rd year of Ascendancy at 05:13 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By bullets, mind bullets the Yeek Solipsist level 40
19th Dusk 123rd year of Ascendancy at 18:35 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By bullets, mind bullets the Yeek Solipsist level 32
74th Regrowth 123rd year of Ascendancy at 10:47 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By bullets, mind bullets the Yeek Solipsist level 36
3rd Summertide 123rd year of Ascendancy at 05:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By bullets, mind bullets the Yeek Solipsist level 26
20th Regrowth 123rd year of Ascendancy at 17:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By bullets, mind bullets the Yeek Solipsist level 11
12nd Dusk 122nd year of Ascendancy at 01:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By bullets, mind bullets the Yeek Solipsist level 28
38th Regrowth 123rd year of Ascendancy at 14:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By bullets, mind bullets the Yeek Solipsist level 20
52nd Haze 122nd year of Ascendancy at 01:12 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By bullets, mind bullets the Yeek Solipsist level 38
3rd Flare 123rd year of Ascendancy at 11:00 see stats
Log
Bleeding from Belyta the brown bear hits bullets, mind bullets for (57 resonance), 16 to psi, 28 physical (45 total damage).
bullets, mind bullets receives 6 healing (6 psi heal).
Psychic Lobotomy is still on cooldown for 1 turns.
Bullets, mind bullets uses Mind Sear.
Belyta the brown bear is free from the nightmare.
Bullets, mind bullets's mind surges with critical power!
Belyta the brown bear had a restless night.
bullets, mind bullets hits Belyta the brown bear for 852 mind damage.
Belyta the brown bear uses Fan of Knives.
Restless Night from Bullets, mind bullets hits Belyta the brown bear for 47 mind damage.
Bullets, mind bullets's Track is disrupted by his wounds!
Belyta the brown bear's Fan of Knives performs a melee critical strike against bullets, mind bullets!
Your resonance field crumbles under the damage!
The psychic field around bullets, mind bullets crumbles.
Belyta the brown bear's Fan of Knives performs a melee critical strike against bullets, mind bullets!
Greater Weapon Focus from Belyta the brown bear performs a melee critical strike against bullets, mind bullets!
Bullets, mind bullets resists the vile poison!
Belyta the brown bear's Fan of Knives performs a melee critical strike against bullets, mind bullets!
Poison bursts out of Bullets, mind bullets's corpse!
bullets, mind bullets converts some damage to Psi!
Greater Weapon Focus from Belyta the brown bear hits bullets, mind bullets for (70 resonance), 20 to psi, 35 physical, (52 resonance), 18 to psi, 31 physical, 55 to psi, 96 physical (255 total damage).
Belyta the brown bear's Fan of Knives hits bullets, mind bullets for (62 resonance), 18 to psi, 31 physical (49 total damage).
Belyta the brown bear's Fan of Knives hits bullets, mind bullets for 54 to psi, 94 physical (147 total damage).
Belyta the brown bear's Fan of Knives hits bullets, mind bullets for 49 to psi, 85 physical (134 total damage).
Belyta the brown bear's Fan of Knives hits bullets, mind bullets for 38 to psi, 67 physical (105 total damage).
Belyta the brown bear's Fan of Knives hits bullets, mind bullets for (81 resonance), 23 to psi, 41 physical (64 total damage).
Melee retaliation hits Belyta the brown bear for 3 mind, 6 mind, 6 mind, 6 mind, 6 mind, 6 mind, 6 mind, 6 mind (42 total damage).
bullets, mind bullets the level 43 yeek solipsist was disembowelled to death by Belyta the brown bear on level 1 of Bearscape.
Belyta the brown bear prepares for the next kill!



























































































































