Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 48 / 52% |
| Size | small |
| Lifes / Deaths | Killed by Elewyn the squid at level 45 on the 51st Regrowth 123rd year of Ascendancy at 11:21 / 3Killed by Gawen the orc berserker at level 48 on the 62nd Regrowth 123rd year of Ascendancy at 04:38 Killed by Gawen the orc berserker at level 48 on the 62nd Regrowth 123rd year of Ascendancy at 04:50 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 53 (base 43) |
| Magic | 10 (base 10) |
| Willpower | 95 (base 60) |
| Cunning | 73 (base 60) |
Resources
| Psi_feedback | 110/110 |
| Life | -193/370 |
| Equilibrium | 0 |
| Stamina | 474/474 |
| Psi | 0/1075 |
| Healing Factor | 1.4 |
| Regeneration | 194.81 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +88.991035238828% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 51 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63.425 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +15% |
| Mind | +59% |
| All | 0% |
| Physical | +10% |
| Fire | +10% |
| Nature | +18% |
Offense: Damage Penetration
| Mind | +30% |
| Fire | +10% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 26.15 |
| Ranged Defense | 34.65 |
| Fatigue | 25 |
| Physical Save | 68.8425 |
| Spell Save | 69.0925 |
| Mental Save | 72.95 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 30%( 70%) |
| Cold | + 59%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 38%( 70%) |
| Mind | + 22%( 70%) |
| Darkness | + 19%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Silence Resistance | 12% |
| Confusion Resistance | 0% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusion | Effective talent level: 1.0 HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. Also while Heroism is active you will only die when reaching -902 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusion | Effective talent level: 1.0 MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 948% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 32% for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Psionic / Slumber | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/10 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-11% global speed). Solipsism |
| beneficial effect | A flow of life spins around the target, regenerating 138.40 life per turn. Regeneration |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | You gain 30% resistance against temporal. Resolve |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the lost anorithil from death by ghoul. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by patchwork troll. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Willpower by +1. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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 upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 298. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed black mamba head. * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brodyldil (11 def, 5 armour) Brodyldil (11 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 Fatigue: +5% Changes stats: +4 Con Damage when the wearer is hit: 12 physical Maximum encumberance: +20 Physical save: +9 Mental save: +15 Infravision radius: +2 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 30% chance to completely evade them for 14 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | nightwalker's dwarven lantern nightwalker's dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Changes stats: +7 Wil Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | heroic hardened leather gloves of the nighthunter (0 def, 6 armour) heroic hardened leather gloves of the nighthunter (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 Armour: +6 Changes stats: +2 Cun Changes resistances: +8% darkness Mental save: +8 Maximum life: +48.00 Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with the Cunning stat Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Windstrider of psychoportation [power 48] (20/30 cooldown) Windstrider of psychoportation [power 48] (20/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer is hit: 20 nature Changes resistances: +9% mind Changes damage: +18% nature / +9% mind It can be used to teleport randomly (rad 48), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chances to confuse Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Mental save: +32 Confusion immunity: -100% Mindpower: +6 It can be used to activate talent Inner Demons (costing 40 power out of 4/40) : Effective talent level: 2.6 Power cost: 40 out of 4/40. Range: 7.00 Travel Speed: instantaneous Description: Brings the target's inner demons to the surface. Each turn for 8 turns there's a 17% chance that the a demon will surface, requiring the target to make a mental save to keep it from manifesting. If the target is sleeping the chance will be doubled and fear immunity will be ignored. Otherwise if the summoning is resisted the effect will end early. The summon chance will scale with your mindpower. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
| In main hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 60 power out of 26/60) : Effective talent level: 1.0 Power cost: 60 out of 26/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 54 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with calm and refreshes your body. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Summertide (17 def, 5 armour, 260 block) Summertide (17 def, 5 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 3) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light Changes resistances penetration: +10% mind / +10% fire / +10% light Changes damage: +15% mind / +10% fire / +15% light Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour) wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun / +3 Wil Changes resistances: +8% fire / +8% cold / +8% lightning / +8% acid Mental crit. chance: +5% 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 silk robe of clarity (3 def, 0 armour) psion's silk robe of clarity (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +15% mind Mental save: +24 Maximum psi: +29.00 Mindpower: +6 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion (+6 for 11 turns, die at -309) heroism infusion (+6 for 11 turns, die at -309)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. Also while Heroism is active you will only die when reaching -309 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
insidious poison infusion (44 nature damage, 56% healing reduction) insidious poison infusion (44 nature damage, 56% healing reduction)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: 5.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to spit a bolt of poison doing 37.43 nature damage per turns for 7 turns and reducing the target's healing received by 56%. 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. |
psychic's healing infusion (heal 506) psychic's healing infusion (heal 506)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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 506 life. 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. |
psychic's movement infusion (1257% speed; 7 turns) psychic's movement infusion (1257% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 1257% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 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. |
psychic's wild infusion (resist 30%; cure mental) psychic's wild infusion (resist 30%; cure mental)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: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 30% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's heroism infusion (+16 for 10 turns, die at -727) sneak's heroism infusion (+16 for 10 turns, die at -727)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. Also while Heroism is active you will only die when reaching -727 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's regeneration infusion (heal 762 over 5 turns) sneak's regeneration infusion (heal 762 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 762 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's heroism infusion (+13 for 10 turns, die at -544) titan's heroism infusion (+13 for 10 turns, die at -544)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 13 for 10 turns. Also while Heroism is active you will only die when reaching -544 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
titan's movement infusion (826% speed; 6 turns) titan's movement infusion (826% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 826% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
anchoring copper amulet anchoring copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% temporal Knockback immunity: +21% Amulets can have magical properties. |
cleansing steel amulet of dexterity (+3) cleansing steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% nature Poison immunity: +28% Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
restful steel amulet of cunning (+3) restful steel amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun Life regen: +0.40 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Emelyna EmelynaInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +6% cold / +12% darkness / +6% temporal Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gladiator's stralite ring of wardinggladiator's stralite ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +9 Str / +9 Con Changes resistances: +22% fire / +26% cold / +22% lightning / +26% acid Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
rogue's stralite ring of corrosion (+36%) rogue's stralite ring of corrosion (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 Changes stats: +8 Cun Changes resistances: +36% acid Changes damage: +18% acid Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's stralite ring of corrosion (+30%) titan's stralite ring of corrosion (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% acid Changes damage: +15% acid Physical save: +12 Rings can have magical properties. |
treant's voratun ring of nature (+52%) treant's voratun ring of nature (+52%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +52% nature Changes damage: +20% nature Physical save: +15 Poison immunity: +17% Disease immunity: +19% Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
warrior's stralite ring warrior's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +19 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level. fungal dragonbone longbow of powerfungal dragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 80% Firing range: +10 When wielded/worn: Changes resistances penetration: +20% physical Changes damage: +14% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 260 life over 5 turns, placing all other charms into a 20 cooldown. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced stralite mace of banishment (33.5-46.9 power, 5 apr)balanced stralite mace of banishment (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage against: +25% Demon When wielded/worn: Accuracy: +13 Defense: +13 Changes stats: +6 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Betharevena (18-19.8 power, 40 apr, nature damage)Betharevena (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 8 slime / 8 fire Changes resistances: +6% blight / +6% light / +6% fire Changes resistances penetration: +7% fire Changes damage: +7% nature / +6% fire Mental save: +3 Mindpower: +14 Mental crit. chance: +5% Defense after a teleport: +10 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. |
horrifying pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage) horrifying pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 mind / 7 darkness Changes damage: +6% mind / +6% darkness Physical save: +6 Spell save: +9 Mental save: +6 Equilibrium when hit: +1.40 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic thorny mindstar of balance (9-9.9 power, 24 apr, nature damage) mitotic thorny mindstar of balance (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +7.5% Attack speed: 100% Damage when this weapon hits: +7 slime / +7 acid blind When wielded/worn: Physical save: +4 Spell save: +3 Mental save: +2 Equilibrium when hit: +1.20 Mindpower: +3 Mental crit. chance: +3% It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown. 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. |
radiant living mindstar of frost (15-16.5 power, 40 apr, nature damage) radiant living mindstar of frost (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +9 light When wielded/worn: Damage when the wearer is hit: 9 cold Changes resistances: +9% cold Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +10 Mental crit. chance: +10% Light radius: +2 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. |
Mayemina MayeminaCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% cold / +5% fire Changes resistances penetration: +8% physical / +10% blight / +5% acid Changes damage: +8% physical / +3% acid Mental save: +8 A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (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 Is Spell: true Description: Teleports you randomly with a small range of up to 6 grids. At level 4 it allows you to specify which creature to teleport. At level 5 it allows you to choose the target area (radius 5). If the target area is not in line of sight there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Cindertorrent (0 def, 3 armour) Cindertorrent (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% darkness / +30% fire Changes resistances penetration: +15% fire A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. Nerybrenne (4 def, 5 armour)Nerybrenne (4 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +15% temporal / +6% light Changes damage: +18% mind Equilibrium when hit: +0.08 Resist all after a teleport: +10% A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumberance: +20 A pair of boots made of leather. |
Bloomqueller (0 def, 2 armour) Bloomqueller (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 mind / 4 nature Damage when the wearer is hit: 8 nature Changes damage: +9% nature Grants telepathy: Dragon Allows you to breathe in: water Metal gloves protecting the hands up to the middle of the lower arm. |
sand voratun gauntlets of strength (+6) (0 def, 12 armour) sand voratun gauntlets of strength (+6) (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 Armour: +12 Changes stats: +6 Str Damage when the wearer hits(melee): 12 physical Changes damage: +9% physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of command (29 def, 16 armour)marauder's drakeskin leather armour of command (29 def, 16 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +29 Fatigue: +8% Changes stats: +7 Str / +9 Dex / +5 Cun Physical save: +20 Mental save: +17 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying stralite plate armour of the dragon (7 def, 13 armour)fortifying stralite plate armour of the dragon (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 4) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +11 Str / +11 Con Changes resistances: +13% physical / +9% fire / +13% cold / +12% lightning / +13% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +35% Stun/Freeze immunity: +36% Knockback immunity: +36% Maximum life: +74.00 A suit of armour made of metal plates. |
agate 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 Gems can be sold for money or used in arcane rituals. |
55 alchemist agate 55 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. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 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 Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
10 opal 10 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 Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 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 Gems can be sold for money or used in arcane rituals. |
3 jade 3 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 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp of revealing nightwalker's alchemist's lamp of revealingInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Changes stats: +4 Wil Light radius: +3 See stealth: +5 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +5% physical Changes damage: +5% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with the Cunning stat This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
5 garnet 5 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% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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, 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 72 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
iron torque of clear mind [power 1] (20/20 cooldown) iron torque of clear mind [power 1] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to absorbs and nullifies at most 1 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded dwarven-steel torque of psychoportation [power 38] (20/30 cooldown) warded dwarven-steel torque of psychoportation [power 38] (20/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +2 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 38), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of cure illness [power 4] (20/20 cooldown) elven-wood totem of cure illness [power 4] (20/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to removes up to 4 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing [power 182] (20/35 cooldown) elven-wood totem of healing [power 182] (20/35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heals the target for 182, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of cure poisons [power 3] (20/30 cooldown) supercharged yew totem of cure poisons [power 3] (20/30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 3 poisons from the target, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed elven-wood totem of healing [power 165] (20/35 cooldown) webbed elven-wood totem of healing [power 165] (20/35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +3 Lay Web It can be used to heals the target for 165, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
6 quartz 6 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% Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane difficulty)
Found the mysterious staff and told Last Hope about it.By Daimitar the Yeek Solipsist level 37
4th Allure 123rd year of Ascendancy at 19:31 see stats
Against all odds (Insane difficulty)
Killed Ukruk in the ambush.By Daimitar the Yeek Solipsist level 37
3rd Allure 123rd year of Ascendancy at 01:30 see stats
Antimagic! (Insane difficulty)
Completed antimagic training in the Ziguranth camp.By Daimitar the Yeek Solipsist level 31
56th Haze 122nd year of Ascendancy at 15:12 see stats
Arachnophobia (Insane difficulty)
Destroyed the spydric menace.By Daimitar the Yeek Solipsist level 43
17th Regrowth 123rd year of Ascendancy at 10:48 see stats
Brave new world (Insane difficulty)
Went to the Far East and took part in the war.By Daimitar the Yeek Solipsist level 42
12nd Regrowth 123rd year of Ascendancy at 19:37 see stats
Curse Lifter (Insane difficulty)
Killed Ben Cruthdar the Cursed.By Daimitar the Yeek Solipsist level 18
19th Dusk 122nd year of Ascendancy at 07:03 see stats
Destroyer of the creation (Insane difficulty)
Killed Slasul.By Daimitar the Yeek Solipsist level 46
54th Regrowth 123rd year of Ascendancy at 15:12 see stats
Destroyer's bane (Insane difficulty)
Killed Golbug the Destroyer.By Daimitar the Yeek Solipsist level 39
8th Regrowth 123rd year of Ascendancy at 15:10 see stats
Exterminator (Insane difficulty)
Killed 1000 creaturesBy Daimitar the Yeek Solipsist level 24
42nd Dusk 122nd year of Ascendancy at 06:19 see stats
Flooder (Insane difficulty)
Defeated Ukllmswwik while doing his own quest.By Daimitar the Yeek Solipsist level 47
54th Regrowth 123rd year of Ascendancy at 19:19 see stats
Genocide (Insane difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Daimitar the Yeek Solipsist level 44
35th Regrowth 123rd year of Ascendancy at 04:21 see stats
Home sweet home (Insane difficulty)
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Daimitar the Yeek Solipsist level 25
43rd Dusk 122nd year of Ascendancy at 02:21 see stats
Level 10 (Insane difficulty)
Got a character to level 10.By Daimitar the Yeek Solipsist level 10
78th Pyre 122nd year of Ascendancy at 02:14 see stats
Level 20 (Insane difficulty)
Got a character to level 20.By Daimitar the Yeek Solipsist level 20
28th Dusk 122nd year of Ascendancy at 07:56 see stats
Level 30 (Insane difficulty)
Got a character to level 30.By Daimitar the Yeek Solipsist level 30
7th Haze 122nd year of Ascendancy at 06:17 see stats
Level 40 (Insane difficulty)
Got a character to level 40.By Daimitar the Yeek Solipsist level 40
8th Regrowth 123rd year of Ascendancy at 15:10 see stats
Rescuer of the lost (Insane difficulty)
Rescued the merchant from the assassin lord.By Daimitar the Yeek Solipsist level 30
8th Haze 122nd year of Ascendancy at 14:10 see stats
Size matters (Insane difficulty)
Do over 600 damage in one attackBy Daimitar the Yeek Solipsist level 29
5th Haze 122nd year of Ascendancy at 22:31 see stats
Sliders (Insane difficulty)
Activated a portal using the Orb of Many Ways.By Daimitar the Yeek Solipsist level 40
8th Regrowth 123rd year of Ascendancy at 20:57 see stats
The secret city (Insane difficulty)
Discovered the truth about mages.By Daimitar the Yeek Solipsist level 18
4th Dusk 122nd year of Ascendancy at 00:58 see stats
The sky is falling! (Insane difficulty)
See a huge meteor falling down the sky.By Daimitar the Yeek Solipsist level 28
5th Haze 122nd year of Ascendancy at 12:35 see stats
Thralless (Insane difficulty)
Free at least 30 enthralled slaves in the slavers compound.By Daimitar the Yeek Solipsist level 30
42nd Haze 122nd year of Ascendancy at 23:38 see stats
Treasure Hoarder (Insane difficulty)
Amass 3000 gold pieces.By Daimitar the Yeek Solipsist level 44
35th Regrowth 123rd year of Ascendancy at 12:44 see stats
Treasure Hunter (Insane difficulty)
Amass 1000 gold pieces.By Daimitar the Yeek Solipsist level 29
6th Haze 122nd year of Ascendancy at 06:48 see stats
Unstoppable (Insane difficulty)
Has returned from the dead.By Daimitar the Yeek Solipsist level 45
51st Regrowth 123rd year of Ascendancy at 11:21 see stats
Vampire crusher (Insane difficulty)
Destroyed the Master in its lair of the Dreadfell.By Daimitar the Yeek Solipsist level 35
1st Allure 123rd year of Ascendancy at 22:18 see stats
Log
Daimitar's mind suffers 5 psi damage from the attack.
Daimitar is invigorated by the attack!
Daimitar dismisses Gawen the orc berserker's damage!
Daimitar's mind suffers 13 psi damage from the attack.
Daimitar is invigorated by the attack!
Daimitar hits Gawen the orc berserker for 14 physical, 24 nature, 14 physical, 24 nature damage (total 73.60).
Gawen the orc berserker hits Daimitar for 39 physical, 2 temporal, 13 physical, 1 nature, 2 temporal damage (total 54.41).
Daimitar uses Block.
Talent Sleep is ready to use.
Talent Infusion: Regeneration is ready to use.
Gawen the orc berserker is confused and fails to use Dual Strike.
Daimitar uses Infusion: Regeneration.
Daimitar starts regenerating health quickly.
Talent Slumber is ready to use.
Gawen the orc berserker is no longer suffering from insomnia.
Gawen the orc berserker uses Dual Strike.
Daimitar's mind suffers 255 psi damage from the attack.
Daimitar dismisses Gawen the orc berserker's damage!
Daimitar's mind surges with critical power!
Daimitar's mind suffers 2 psi damage from the attack.
Daimitar is invigorated by the attack!
Daimitar dismisses Gawen the orc berserker's damage!
Daimitar's mind suffers 13 psi damage from the attack.
Daimitar's mind surges with critical power!
Daimitar is invigorated by the attack!
Daimitar is stunned!
Daimitar's mind suffers 338 psi damage from the attack.
Saving done.
Saving done.
Saving game...
