Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.3 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 38 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Poridherekira the brown bear at level 16 on the 48th Dusk 122nd year of Ascendancy at 08:16 0 / 8Killed by Xanurath the bloated horror at level 22 on the 25th Haze 122nd year of Ascendancy at 05:14 Killed by elven blood mage at level 25 on the 54th Haze 122nd year of Ascendancy at 06:01 Killed by armoured skeleton warrior at level 30 on the 1st Decay 122nd year of Ascendancy at 13:39 Killed by fire drake at level 35 on the 13rd Regrowth 123rd year of Ascendancy at 23:22 Killed by orc baby at level 37 on the 58th Regrowth 123rd year of Ascendancy at 19:50 Killed by naga myrmidon at level 38 on the 16th Pyre 123rd year of Ascendancy at 03:52 Killed by naga myrmidon at level 38 on the 16th Pyre 123rd year of Ascendancy at 04:19 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 14) |
| Dexterity | 24 (base 11) |
| Constitution | 60 (base 46) |
| Magic | 10 (base 10) |
| Willpower | 82 (base 57) |
| Cunning | 74 (base 52) |
Resources
| Life | -135/949 |
| Stamina | 391/391 |
| Equilibrium | 6 |
| Healing Factor | 1.32 |
| Regeneration | 1.122 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 53 |
| Crit Chance | 24% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +10% |
| Mind | +30% |
| Lightning | +18% |
| Arcane | +12% |
| Cold | +12% |
| Nature | +10% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 22 (70%) |
| Defense | 19.9 |
| Ranged Defense | 19.9 |
| Fatigue | 0 |
| Physical Save | 35.175 |
| Spell Save | 37.1 |
| Mental Save | 40.2 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 60%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 40%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 65% |
| Instadeath Resistance | 100% |
| Poison Resistance | 25% |
| Blind Resistance | 19% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 845% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 24% for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. Also while Heroism is active, you will only die when reaching -426 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. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Harmony | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | You gain 15% resistance against lightning. Resolve |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
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 Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +1. | 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 |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 393. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed naga tongue. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed sandworm tooth. * You've found the needed pouch of luminous horror dust. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. | 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 | 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 |
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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 14 power out of 18/18) : Effective talent level: 4.0 Power cost: 14 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating dwarven-steel helm of the depths (0 def, 4 armour) insulating dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% cold / +8% fire Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) brawler's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 Armour: +3 Changes stats: +3 Str / +7 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Skywar of psychoportation [power 30] (27 cooldown) Skywar of psychoportation [power 30] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 arcane Changes damage: +18% lightning / +12% arcane It can be used to teleport randomly (rad 30), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Dronik' steel ring 'Dronik'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex / +5 Wil / +4 Cun Changes resistances: +27% cold / +6% blight Changes damage: +12% cold Confusion immunity: +5% Mindpower: +5 Rings can have magical properties. |
| On fingers | stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.60 Maximum life: +67.00 Healing mod.: +22% Rings can have magical properties. |
| Around neck | wanderer's stralite amulet of vision wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +4 Cun / +8 Con Blindness immunity: +19% Infravision radius: +2 See invisible: +8 Amulets can have magical properties. |
| In main hand | Zubilenor (5-5.5 power, 18 apr, nature damage) Zubilenor (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +18% cold Poison immunity: +25% Confusion immunity: +30% Mindpower: +2 Mental crit. chance: +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. |
| Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +20 Mental crit. chance: +9% It can be used to activate talent Wayist (costing 67 power out of 75/75) : Effective talent level: 1.0 Power cost: 67 out of 75/75. Range: 4.00 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Cloak | regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 fear knockback / 20 physical + bleeding Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the warrior (heal 263) healing infusion of the warrior (heal 263)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 263 life. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -407) heroism infusion (+6 for 9 turns, die at -407)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: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. Also while Heroism is active, you will only die when reaching -407 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. |
regeneration infusion of the sneak (heal 616 over 5 turns) regeneration infusion of the sneak (heal 616 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 616 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. |
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 steel amulet of the fish anchoring steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal / +11% cold Allows you to breathe in: water Knockback immunity: +23% Amulets can have magical properties. |
cleansing stralite amulet of strength (+7) cleansing stralite amulet of strength (+7)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str Changes resistances: +12% blight Disease immunity: +28% Amulets can have magical properties. |
grounding copper amulet of constitution (+2) grounding copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
inertial steel amulet of constitution (+4) inertial steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Pinning immunity: +20% Stamina each turn: +0.40 Amulets can have magical properties. |
insulating steel amulet of vision insulating steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold / +12% fire Blindness immunity: +12% Infravision radius: +2 See invisible: +5 Amulets can have magical properties. |
savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +6 Amulets can have magical properties. |
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 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +22% Rings can have magical properties. |
copper ring of the mind (+11%) copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
marksman's gold ring of pilfering marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +6 Defense: +5 Changes stats: +4 Dex It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 1.6 Power cost: 27 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Rings can have magical properties. |
rogue's copper ring of clarity rogue's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. quick stralite battleaxe of disruption (44-66 power, 3 apr)quick stralite battleaxe of disruption (44-66 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 90% Special effect when this weapon hits: disrupts spell-casting Damage against: +26% Undead / +22% Construct When wielded/worn: Accuracy: +11 Changes stats: +2 Dex Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick stralite mace of erosion (35.5-49.7 power, 5 apr)quick stralite mace of erosion (35.5-49.7 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 90% Damage when this weapon hits: +15 nature / +13 temporal When wielded/worn: Accuracy: +9 Changes stats: +5 Dex Blunt and deadly. |
Oozing Heart (17-18.7 power, 25 apr, slime damage) Oozing Heart (17-18.7 power, 25 apr, slime damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Slime Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 Mindpower: +12 Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: 10.00 Travel Speed: 800% of base Description: Spit slime at your target doing 60.73 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, sticky liquid. Magic seems to die around it. |
mitotic thorny mindstar of flames (8.5-9.35 power, 24 apr, nature damage) mitotic thorny mindstar of flames (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +9.5% Attack speed: 100% Damage when this weapon hits: +9 physical + bleeding / +12 acid blind When wielded/worn: Damage when the wearer is hit: 4 fire Changes resistances: +4% fire Changes resistances penetration: +5% fire Changes damage: +3% fire 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. |
thorny mindstar of flames (9.5-10.45 power, 24 apr, nature damage) thorny mindstar of flames (9.5-10.45 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 fire Changes resistances: +2% fire Changes resistances penetration: +3% fire Changes damage: +4% fire Mindpower: +3 Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. Trident of the Tides (80-112 power, 20 apr)Trident of the Tides (80-112 power, 20 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage when this weapon hits: +20 nature / +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 54 power out of 150/150) : Effective talent level: 3.0 Power cost: 54 out of 150/150. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 57.73. The damage will increase with your Spellpower. The power of the tides rushing through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. elemental orite trident of crippling (43.5-69.6 power, 13 apr)elemental orite trident of crippling (43.5-69.6 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Special effect when this weapon crits: cripple the target Damage conversion: 22% fire / 21% cold / 21% lightning / 20% acid When wielded/worn: Physical crit. chance: +16.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. psychic's orite trident (43.5-69.6 power, 13 apr)psychic's orite trident (43.5-69.6 power, 13 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +2 Wil Mindpower: +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. psychic's orite trident of projection (39.5-63.2 power, 13 apr)psychic's orite trident of projection (39.5-63.2 power, 13 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +14 mind When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +14 It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. psychic's orite trident of ruin (40-64 power, 13 apr)psychic's orite trident of ruin (40-64 power, 13 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Changes stats: +6 Cun / +4 Wil Critical mult.: +17.00% Mindpower: +11 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick orite trident of nature (42.5-68 power, 13 apr)quick orite trident of nature (42.5-68 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.5 - 68.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 90% Damage conversion: 44% nature When wielded/worn: Accuracy: +11 Changes stats: +5 Dex Changes resistances: +6% all Changes resistances penetration: +12% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. thunderous orite trident of crippling (43.5-69.6 power, 13 apr)thunderous orite trident of crippling (43.5-69.6 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 32% lightning daze When wielded/worn: Physical crit. chance: +11.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +8% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
grounding hardened leather belt of the mind grounding hardened leather belt of the mindInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +7% temporal Mindpower: +2 A belt that goes around your waist. |
Serpentseam the pair of hardened leather boots (0 def, 3 armour) Serpentseam the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +4 Armour: +3 Fatigue: +3% Damage when the wearer is hit: 8 nature / 8 fire Changes resistances penetration: +20% nature Changes damage: +6% fire Stealth bonus: +10 Infravision radius: +2 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour) insulating 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: +1% Changes resistances: +5% cold / +5% fire A pair of boots made of leather. |
archer's hardened leather gloves of strength (+3) (0 def, 2 armour) archer's hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +7 Physical power: +7 Armour: +2 Changes stats: +3 Str / +2 Dex / +3 Cun It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of strength (+3) (0 def, 2 armour) polar hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 Armour: +2 Changes stats: +3 Str Damage when the wearer hits(melee): 6 cold Changes resistances: +7% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duverig (0 def, 3 armour) Duverig (0 def, 3 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Dex / +1 Mag / +2 Con Changes resistances: +6% darkness Spell save: +6 Light radius: +2 See invisible: +9 A cap made of leather. |
Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 45 power out of 50/50) : Effective talent level: 2.4 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% lightning / +6% temporal A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner's hardened leather cap of knowledge (0 def, 6 armour)miner's hardened leather cap of knowledge (0 def, 6 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Mindpower: +3 Infravision radius: +2 A cap made of leather. |
miner's rough leather cap of dexterity (+2) (0 def, 3 armour) miner's rough leather cap of dexterity (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +2 A cap made of leather. |
radiant hardened leather armour of the sky (6 def, 6 armour) radiant hardened leather armour of the sky (6 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +6 Ranged Defense: +5 Fatigue: +8% Changes stats: +4 Dex / +2 Wil Damage when the wearer is hit: 4 light Changes resistances: +12% cold / +13% lightning / +13% blight / +18% darkness Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows of purging (14/14, 43-60.2 power, 14 apr)quiver of elven-wood arrows of purging (14/14, 43-60.2 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 14 Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits(ranged): +11 nature Arrows are used with bows to pierce your foes to death. |
107 alchemist agate 107 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. |
5 onyx 5 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. |
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. |
5 sapphire 5 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. |
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. |
7 emerald 7 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. |
8 jade 8 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. |
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. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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 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. |
Chilar of charged psionic shield [power 79] (18 cooldown) Chilar of charged psionic shield [power 79] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Con Allows you to breathe in: water Light radius: +3 It can be used to setup a psionic shield, reducing all lightning and blight damage by 79 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Offalglamour of charged psionic shield [power 49] (18 cooldown) Offalglamour of charged psionic shield [power 49] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +21% lightning / +15% cold Changes damage: +15% nature Pinning immunity: +20% It can be used to setup a psionic shield, reducing all lightning and blight damage by 49 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
yew totem of cure illness [power 2] (18 cooldown) yew totem of cure illness [power 2] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 2 diseases from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Gendarme the Cornac Summoner level 32
4th Allure 123rd year of Ascendancy at 06:07 see stats
Against all odds
Killed Ukruk in the ambush.By Gendarme the Cornac Summoner level 31
4th Decay 122nd year of Ascendancy at 07:35 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Gendarme the Cornac Summoner level 21
8th Haze 122nd year of Ascendancy at 10:27 see stats
Arachnophobia
Destroyed the spydric menace.By Gendarme the Cornac Summoner level 35
9th Regrowth 123rd year of Ascendancy at 18:09 see stats
Brave new world
Went to the Far East and took part in the war.By Gendarme the Cornac Summoner level 34
6th Regrowth 123rd year of Ascendancy at 07:20 see stats
Bringer of Doom
Killed a Bringer of Doom.By Gendarme the Cornac Summoner level 22
41st Haze 122nd year of Ascendancy at 19:26 see stats
Clone War
Destroyed your own Shade.By Gendarme the Cornac Summoner level 37
9th Pyre 123rd year of Ascendancy at 19:21 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Gendarme the Cornac Summoner level 33
2nd Regrowth 123rd year of Ascendancy at 11:05 see stats
Exterminator
Killed 1000 creatures.By Gendarme the Cornac Summoner level 18
52nd Dusk 122nd year of Ascendancy at 07:29 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gendarme the Cornac Summoner level 27
67th Haze 122nd year of Ascendancy at 19:01 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Gendarme the Cornac Summoner level 36
58th Regrowth 123rd year of Ascendancy at 15:45 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gendarme the Cornac Summoner level 22
26th Haze 122nd year of Ascendancy at 07:49 see stats
Level 10
Got a character to level 10.By Gendarme the Cornac Summoner level 10
2nd Dusk 122nd year of Ascendancy at 14:11 see stats
Level 20
Got a character to level 20.By Gendarme the Cornac Summoner level 20
65th Dusk 122nd year of Ascendancy at 04:58 see stats
Level 30
Got a character to level 30.By Gendarme the Cornac Summoner level 30
1st Decay 122nd year of Ascendancy at 11:47 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gendarme the Cornac Summoner level 13
28th Dusk 122nd year of Ascendancy at 17:38 see stats
Size matters
Did over 600 damage in one attack.By Gendarme the Cornac Summoner level 29
80th Haze 122nd year of Ascendancy at 12:57 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Gendarme the Cornac Summoner level 34
2nd Regrowth 123rd year of Ascendancy at 15:04 see stats
The Arena
Unlocked Arena mode.By Gendarme the Cornac Summoner level 6
78th Pyre 122nd year of Ascendancy at 01:57 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gendarme the Cornac Summoner level 25
51st Haze 122nd year of Ascendancy at 19:48 see stats
The secret city
Discovered the truth about mages.By Gendarme the Cornac Summoner level 16
37th Dusk 122nd year of Ascendancy at 03:02 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Gendarme the Cornac Summoner level 22
25th Haze 122nd year of Ascendancy at 10:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gendarme the Cornac Summoner level 17
49th Dusk 122nd year of Ascendancy at 16:21 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Gendarme the Cornac Summoner level 30
3rd Decay 122nd year of Ascendancy at 16:31 see stats
Log
Rested for 14 turns (stop reason: all resources and life at maximum).
You are sent back to the material plane!
Gendarme summons a Fire Drake!
Naga myrmidon uses Sunder Armour.
Gendarme attunes to the damage.
Gendarme is invigorated by the attack!
Gendarme resists the mind attack!
Naga myrmidon uses Sunder Armour.
Gendarme is invigorated by the attack!
Gendarme resists the mind attack!
Naga myrmidon uses Stunning Blow.
Gendarme's mind surges with critical power!
Gendarme is invigorated by the attack!
Gendarme resists the mind attack!
Naga myrmidon uses Stunning Blow.
Gendarme's mind surges with critical power!
Gendarme is invigorated by the attack!
Gendarme resists the mind attack!
Naga myrmidon uses Sunder Armour.
Gendarme is invigorated by the attack!
Gendarme resists the mind attack!
Naga myrmidon is moving less freely.
Naga myrmidon performs a critical strike!
Gendarme is invigorated by the attack!
Gendarme resists the mind attack!
Naga myrmidon uses Stunning Blow.
Saving done.
Saving done.
Saving game...
