Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 32 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by unknown at level 20 on the 58th Haze 122nd year of Ascendancy at 18:51 / 2Killed by Aerayara the skeleton magus at level 32 on the 56th Dusk 123rd year of Ascendancy at 19:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 71 (base 48) |
| Dexterity | 63 (base 10) |
| Constitution | 57 (base 10) |
| Magic | 46 (base 10) |
| Willpower | 103 (base 60) |
| Cunning | 74.6 (base 30) |
Resources
| Life | -29/676 |
| Equilibrium | 0 |
| Stamina | 342/426 |
| Psi | 110/148 |
| Healing Factor | 0.956 |
| Regeneration | 74.40548 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 55 |
| Crit Chance | 28% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.6 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 89.4 (74.117647058824%) |
| Defense | 39 |
| Ranged Defense | 42 |
| Fatigue | 38 |
| Physical Save | 49 |
| Spell Save | 60 |
| Mental Save | 57 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 360 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 763% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 365 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Psionic / Focus | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Augmentation |
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
| beneficial effect | All stats increased by 35. Pain Enhancement System |
| detrimental effect | Huge cut that bleeds, doing 4.65 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 17.20 physical damage per turn and decreasing all heals received by 34%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 73.08 life per turn. Regeneration |
| beneficial effect | You gain 21% resistance against arcane. Resolve |
Quests
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 |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by spitting spider. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Aerayara the skeleton magus. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * 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: 223. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Greenspitter the stralite greatmaul (53-79.5 power, 3 apr) Greenspitter the stralite greatmaul (53-79.5 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 Base power: 53.0 - 79.5 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 17 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Burst (radius 2) on crit: +30 ice When wielded/worn: Armour: +16 Damage when hit (Melee): 16 nature Changes stats: +3 Cun Changes resistances penetration: +14% cold Changes damage: +3% nature Massive two-handed mauls. |
| 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 (+2 eff.) Spell save: +15 (+4 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 163.20 arcane damage and stunned), costing 100 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. |
| Light source | Dimhunger the alchemist's lamp Dimhunger the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +1 Mag Physical save: +15 (+5 eff.) Spell save: +14 (+3 eff.) Mental save: +13 (+4 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Chargeumbra (0 def, 3 armour) Chargeumbra (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +2 Con Changes damage: +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Aretta the Blindspitter (0 def, 3 armour) Aretta the Blindspitter (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 lightning Changes resistances: +9% fire / +6% light / +8% cold Changes resistances penetration: +5% light A pair of boots made of leather. |
| Tool | Beudedin the Noonlore [power 93] (6 cooldown) Beudedin the Noonlore [power 93] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 acid Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to fire a blast of psionic energies in a range 10 beam dealing 47.43 to 94.86 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Leladunazor the voratun ring Leladunazor the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +6 (+2 eff.) Changes stats: +3 Dex Maximum encumbrance: +30 Stun/Freeze immunity: +40% Life regen: +4.50 Rings can have magical properties. |
| On fingers | Sunkill SunkillInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 darkness / 12 light Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
| Around neck | 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... |
| In main hand | Eloyaba the dwarven-steel longsword (25.5-35.7 power, 4 apr) Eloyaba the dwarven-steel longsword (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +5 temporal / +16 nature / +5 mind When wielded/worn: Changes stats: +1 Wil Changes damage: +3% mind Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
| 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 | Yvonn (10 def, 14 armour, 191 block) Yvonn (10 def, 14 armour, 191 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 7 fire Effects when hit in melee: * 25% chance to reduce powers by 20% * 19 arcane resource burn Damage when hit (Melee): 14 fire Changes stats: +10 Con Changes resistances: +7% acid / +9% nature Talent granted: +4 Block Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Spell save: +6 (+1 eff.) Confusion immunity: +15% Stun/Freeze immunity: +10% Handheld deflection devices. |
| Cloak | cashmere cloak 'Lightningire' (12 def, 5 armour) cashmere cloak 'Lightningire' (12 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +12 (+4 eff.) Effects on melee hit: * 15% chance to daze Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Physical save: +13 (+4 eff.) Spell save: +34 (+8 eff.) Mental save: +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brenokan the Furnacetorrent (4 def, 18 armour) Brenokan the Furnacetorrent (4 def, 18 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 4 mind / 16 fire Changes stats: +5 Cun / +4 Wil Changes resistances: +17% lightning Changes resistances penetration: +5% fire Mental save: +10 (+3 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
healing infusion of the psychic (heal 278) healing infusion of the psychic (heal 278)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 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. |
healing infusion of the titan (heal 196) healing infusion of the titan (heal 196)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (609% speed; 4 turns) movement infusion of the psychic (609% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 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 increase movement speed by 609% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. 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 ability. |
regeneration infusion of the duelist (heal 373 over 5 turns) regeneration infusion of the duelist (heal 373 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 373 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 26%; cure magical, physical) wild infusion of the psychic (resist 26%; 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 26% 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. |
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 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 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. |
cleansing stralite amulet of constitution (+4) cleansing stralite amulet of constitution (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +17% nature / +18% blight Poison immunity: +31% Disease immunity: +25% Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
grounding gold amulet of constitution (+4) grounding gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +16% lightning Stun/Freeze immunity: +29% Amulets can have magical properties. |
savior's steel amulet of perfection (0.12 Psionic / Kinetic mastery,0.12 Psionic / Augmented striking) savior's steel amulet of perfection (0.12 Psionic / Kinetic mastery,0.12 Psionic / Augmented striking)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.12 Psionic / Kinetic mastery +0.12 Psionic / Augmented striking Physical save: +16 (+5 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+4 eff.) Amulets can have magical properties. |
Bokurelar BokurelarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +1 Wil / +2 Con Rings can have magical properties. |
Glareborn GlarebornInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% light / +20% cold Changes damage: +9% darkness / +10% cold Rings can have magical properties. |
Gleamsage GleamsageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +9% light Changes resistances penetration: +10% light / +5% acid Light radius: +1 Rings can have magical properties. |
Islima IslimaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Mag / +4 Wil Changes resistances: +26% nature Changes damage: +13% nature Spellpower on spell critical (stacks up to 3 times): +2 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 37 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Mayemira' copper ring 'Mayemira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Dex Changes resistances: +3% cold Mental save: +6 (+2 eff.) Mental crit. chance: +1% Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
mule's steel ring of corrosion (+24%) mule's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% acid Changes damage: +12% acid Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's copper ring of corrosion (+22%) psionicist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +4 (+2 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. |
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. |
Delybar the Woefurnace (30-45 power, 2 apr) Delybar the Woefurnace (30-45 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction Burst (radius 2) on crit: +10 fire When wielded/worn: Armour penetration: +10 Physical power: +14 (+5 eff.) Changes stats: +5 Con Changes resistances: +3% mind / +12% darkness Changes resistances penetration: +12% fire / +5% darkness / +26% physical Changes damage: +10% physical Disarm immunity: +22% Global speed: +4% Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 101% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Betuwe (29-40.6 power, 4 apr) Betuwe (29-40.6 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stat: 101% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% Damage (Melee): +22 insidious poison Burst (radius 2) on crit: +11 ice When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +7 Damage when hit (Melee): 4 arcane Changes stats: +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +7% cold Changes damage: +6% acid Blunt and deadly. |
Singedream (31-43.4 power, 4 apr) Singedream (31-43.4 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 31.0 - 43.4 Uses stat: 101% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 10 arcane resource burn Damage (Melee): +20 fire When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +3% acid / +12% fire / +3% lightning Changes damage: +8% physical Stamina when hit: +0.70 One-handed war axes. |
rough leather belt 'Hettirand' rough leather belt 'Hettirand'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Wil Changes resistances: +6% acid / +6% blight Light radius: +1 See invisible: +3 A belt that goes around your waist. |
Pitchrain (2 def, 0 armour) Pitchrain (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +18% darkness Changes resistances penetration: +8% darkness Changes damage: +11% darkness Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Skypride' (0 def, 9 armour) pair of hardened leather boots 'Skypride' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 15% chance to daze Changes resistances: +9% mind / +3% lightning Changes resistances penetration: +10% lightning Infravision radius: +3 A pair of boots made of leather. |
pair of rough leather boots 'Brodizor' (0 def, 1 armour) pair of rough leather boots 'Brodizor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Con Physical save: +11 (+3 eff.) Mental save: +11 (+4 eff.) Maximum hate: +2.00 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +20 A pair of boots made of leather. |
pair of rough leather boots 'Morningveil' (0 def, 1 armour) pair of rough leather boots 'Morningveil' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +6% darkness Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Light radius: +3 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Lustreborn (0 def, 7 armour) Lustreborn (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 30% chance to blind Damage (Melee): 6 physical Changes resistances penetration: +5% light Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Charspawn' (0 def, 2 armour) dwarven-steel gauntlets 'Charspawn' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 15 cold Damage when hit (Melee): 4 fire Changes stats: +6 Cun / +4 Dex Changes resistances: +14% cold Changes resistances penetration: +10% fire Changes damage: +12% cold It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Duskclash (0 def, 3 armour) Duskclash (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +1 Wil / +5 Lck Changes resistances: +11% cold Changes resistances penetration: +10% mind Changes damage: +6% darkness Allows you to breathe in: water Mental save: +20 (+6 eff.) Psi when hit: +0.04 Spell crit. chance: +4% Mental crit. chance: +4% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 159.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
drakeskin leather cap 'Chidunaran' (0 def, 5 armour) drakeskin leather cap 'Chidunaran' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes stats: +4 Cun / +4 Dex Changes resistances: +3% mind / +6% blight Changes damage: +9% mind A cap made of leather. |
rough leather cap 'Ivynor' (0 def, 1 armour) rough leather cap 'Ivynor' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn * 20% chance to disease Changes stats: +3 Cun / +2 Wil Changes damage: +6% blight Mindpower: +4 (+1 eff.) A cap made of leather. |
Voidsnake the dwarven-steel shield (8 def, 9 armour, 119 block) Voidsnake the dwarven-steel shield (8 def, 9 armour, 119 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +9 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 13 ice Changes stats: +1 Wil / +5 Con Changes resistances: +17% lightning / +13% cold Changes damage: +3% darkness Talent granted: +3 Block Physical save: +8 (+2 eff.) Handheld deflection devices. |
Brodedogen the quiver of elven-wood arrows (17/17, 41.5-58.1 power, 14 apr) Brodedogen the quiver of elven-wood arrows (17/17, 41.5-58.1 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 51% Wil, 71% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 17 Turns elapse between self-loadings: 3 On weapon hit: * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +7 physical / +14 temporal Burst (radius 2) on crit: +8 temporal Arrows are used with bows to pierce your foes to death. |
837 alchemist agate 837 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. |
2 onyx 2 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. |
6 aquamarine 6 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. |
6 opal 6 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boltlord (dig speed 25 turns) Boltlord (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% acid / +9% lightning Changes damage: +6% lightning / +3% acid Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang 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. |
2 emerald 2 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. |
Gloresema GloresemaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid Mental save: +9 (+3 eff.) Disease immunity: +15% Maximum life: +46.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Spiderburst the alchemist's lamp Spiderburst the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +8% mind / +6% nature / +9% light Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
garnet 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 (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Glorewen the Sunfame [power 1] (8 cooldown) Glorewen the Sunfame [power 1] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances penetration: +5% light / +5% mind Light radius: +2 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Sparkshine [power 79] (20 cooldown) Sparkshine [power 79] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 16 darkness Changes resistances: +3% darkness / +3% lightning Changes damage: +6% lightning It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 79 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 77 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Cuthirakor the Radianceravage [power 102] (20 cooldown) Cuthirakor the Radianceravage [power 102] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +5% light Reduces incoming crit damage: 15.00% Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to heal a target within range 10 (based on Willpower) for 102, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
yew wand of clairvoyance 'Scorchsnake' [power 13] (8 cooldown) yew wand of clairvoyance 'Scorchsnake' [power 13] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Talent granted: +3 Volcano It can be used to reveal the area around you, dispelling darkness (radius 13, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Metalheart the Cornac Mindslayer level 24
9th Decay 122nd year of Ascendancy at 11:55 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Metalheart the Cornac Mindslayer level 26
8th Regrowth 123rd year of Ascendancy at 01:28 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By Metalheart the Cornac Mindslayer level 31
10th Mirth 123rd year of Ascendancy at 14:09 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Metalheart the Cornac Mindslayer level 23
3rd Decay 122nd year of Ascendancy at 01:08 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 Metalheart the Cornac Mindslayer level 20
59th Haze 122nd year of Ascendancy at 05:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Metalheart the Cornac Mindslayer level 10
2nd Dusk 122nd year of Ascendancy at 03:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Metalheart the Cornac Mindslayer level 20
41st Haze 122nd year of Ascendancy at 12:19 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Metalheart the Cornac Mindslayer level 30
72nd Pyre 123rd year of Ascendancy at 19:48 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Metalheart the Cornac Mindslayer level 28
31st Regrowth 123rd year of Ascendancy at 18:00 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Metalheart the Cornac Mindslayer level 30
77th Pyre 123rd year of Ascendancy at 18:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Metalheart the Cornac Mindslayer level 7
4th Flare 122nd year of Ascendancy at 20:59 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Metalheart the Cornac Mindslayer level 24
9th Decay 122nd year of Ascendancy at 11:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Metalheart the Cornac Mindslayer level 10
16th Dusk 122nd year of Ascendancy at 22:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Metalheart the Cornac Mindslayer level 25
9th Allure 123rd year of Ascendancy at 22:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Metalheart the Cornac Mindslayer level 18
7th Haze 122nd year of Ascendancy at 13:50 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Metalheart the Cornac Mindslayer level 20
58th Haze 122nd year of Ascendancy at 18:51 see stats
Log
Elymiwen the lesser vampire deactivates Vampiric Gift.
Elymiwen the lesser vampire's magic has been purged!
Elymiwen the lesser vampire is weakened by the darkness!
Elymiwen the lesser vampire is stunned!
Elymiwen the lesser vampire is dazed!
Aerussra, the lost sun paladin stops burning.
Metalheart hits Elymiwen the lesser vampire for 206 physical, 4 temporal, 3 nature, 5 mind, , 4 fire, 5 mind, , 336 physical, 15 arcane, , , 4 fire, 5 mind, (588 total damage).
Aerayara the skeleton magus casts Manathrust.
Aerayara the skeleton magus's spell attains critical power!
Metalheart's mind surges with critical power!
Metalheart is invigorated by the attack!
Aerussra, the lost sun paladin is dead, quest failed!
Quest 'Escort: lost sun paladin (level 5 of Dreadfell)' is failed! (Press 'j' to see the quest log)
Aerayara the skeleton magus hits Metalheart for (70 to psi shield), 215 arcane (215 total damage).
Aerayara the skeleton magus hits Aerussra, the lost sun paladin for 272 arcane damage.
Elymiwen the lesser vampire shoots!
Elymiwen the lesser vampire is not dazed anymore.
Elymiwen the lesser vampire resists the mind attack!
Metalheart's Beyond the Flesh hits Elymiwen the lesser vampire for 153 physical, 15 arcane, , , 4 fire, 3 mind, (175 total damage).
Deep Wound from Elymiwen the lesser vampire hits Metalheart for (1 to psi shield), 1 physical (1 total damage).
Bleeding from Elymiwen the lesser vampire hits Metalheart for (0 to psi shield), 0 physical (0 total damage).
Elymiwen the lesser vampire is dazed!
Elymiwen the lesser vampire's Shoot hits Metalheart for (2 to psi shield), 2 physical, (0 to psi shield), 0 physical (3 total damage).
Elymiwen the lesser vampire's Shoot hits Metalheart for (2 to psi shield), 2 physical, (0 to psi shield), 0 physical (2 total damage).
Metalheart uses Infusion: Regeneration.
Metalheart starts regenerating health quickly.
Aerayara the skeleton magus casts Moonlight Ray.
Aerayara the skeleton magus's spell attains critical power!
Saving game...
