Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Yeek |
Class | Wyrmic |
Level / Exp | 34 / 12% |
Size | small |
Lifes / Deaths | Killed by Ritch Great Hive Mother at level 4 on the 77th Pyre 122nd year of Ascendancy at 17:00 / 30Killed by Ritch Great Hive Mother at level 4 on the 77th Pyre 122nd year of Ascendancy at 18:16 Killed by thief at level 9 on the 4th Dusk 122nd year of Ascendancy at 14:21 Killed by Aeromina the bandit at level 9 on the 4th Dusk 122nd year of Ascendancy at 15:40 Killed by Salanor the white worm mass at level 15 on the 44th Haze 122nd year of Ascendancy at 18:24 Killed by Neribreta the skeleton warrior at level 19 on the 77th Haze 122nd year of Ascendancy at 18:13 Killed by Urkis, the High Tempest at level 21 on the 12nd Regrowth 123rd year of Ascendancy at 16:50 Killed by greater gwelgoroth at level 23 on the 31st Regrowth 123rd year of Ascendancy at 20:23 Killed by elven cultist at level 23 on the 33rd Regrowth 123rd year of Ascendancy at 00:17 Killed by Grand Corruptor at level 23 on the 33rd Regrowth 123rd year of Ascendancy at 12:28 Killed by vampire lord at level 26 on the 39th Regrowth 123rd year of Ascendancy at 22:48 Killed by orc high cryomancer at level 26 on the 41st Regrowth 123rd year of Ascendancy at 01:15 Killed by skeleton mage at level 26 on the 41st Regrowth 123rd year of Ascendancy at 04:56 Killed by orc high cryomancer at level 26 on the 41st Regrowth 123rd year of Ascendancy at 07:15 Killed by armoured skeleton warrior at level 27 on the 41st Regrowth 123rd year of Ascendancy at 11:54 Killed by The Master at level 28 on the 45th Regrowth 123rd year of Ascendancy at 12:26 Killed by skeleton warrior at level 28 on the 45th Regrowth 123rd year of Ascendancy at 14:38 Killed by will o' the wisp at level 28 on the 45th Regrowth 123rd year of Ascendancy at 17:27 Killed by The Master at level 28 on the 45th Regrowth 123rd year of Ascendancy at 20:03 Killed by The Master at level 28 on the 45th Regrowth 123rd year of Ascendancy at 21:08 Killed by will o' the wisp at level 28 on the 45th Regrowth 123rd year of Ascendancy at 23:09 Killed by fire imp at level 30 on the 57th Regrowth 123rd year of Ascendancy at 04:52 Killed by Haot the quasit at level 30 on the 58th Regrowth 123rd year of Ascendancy at 03:23 Killed by Emytira the bone giant at level 33 on the 39th Pyre 123rd year of Ascendancy at 12:14 Killed by Emytira the bone giant at level 33 on the 39th Pyre 123rd year of Ascendancy at 13:59 Killed by Polawyn the eternal bone giant at level 33 on the 39th Pyre 123rd year of Ascendancy at 17:45 Killed by Polawyn the eternal bone giant at level 33 on the 39th Pyre 123rd year of Ascendancy at 19:40 Killed by Polawyn the eternal bone giant at level 33 on the 39th Pyre 123rd year of Ascendancy at 22:19 Killed by Polawyn the eternal bone giant at level 33 on the 39th Pyre 123rd year of Ascendancy at 23:42 Killed by Slubby at level 34 on the 18th Dusk 123rd year of Ascendancy at 12:48 |
Primary Stats
Strength | 62 (base 51) |
Dexterity | 13 (base 10) |
Constitution | 64 (base 44) |
Magic | 10 (base 10) |
Willpower | 65 (base 46) |
Cunning | 42 (base 10) |
Resources
Life | 786/786 |
Mana | 573/573 |
Equilibrium | 0 |
Healing Factor | 1.3 |
Regeneration | 8.385 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 30 |
Accuracy | 54 |
Crit Chance | 22% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 54 |
Crit Chance | 21% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 46.433333333333 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +4% |
Physical | +10% |
Cold | +25% |
All | 0% |
Lightning | +13% |
Light | +10% |
Mind | +25% |
Darkness | +7% |
Fire | +10% |
Nature | +15% |
Offense: Damage Penetration
Mind | +5% |
Lightning | +24% |
Darkness | +9% |
Cold | +30% |
Acid | +20% |
Physical | +20% |
Fire | +20% |
Nature | +21% |
Defense: Base
Armour (hardiness) | 28 (70%) |
Defense | 25.525 |
Ranged Defense | 25.525 |
Fatigue | 2 |
Physical Save | 49.366666666667 |
Spell Save | 36.625 |
Mental Save | 39.725 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 20%( 70%) |
Physical | + 6%( 70%) |
Cold | + 46%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | -4%( 70%) |
Fire | + 4%( 70%) |
Nature | + 65%( 70%) |
Defense: Immunities
Stun Resistance | 95% |
Confusion Resistance | 47% |
Knockback Resistance | 50% |
Silence Resistance | 12% |
Blind Resistance | 95% |
Inscriptions (5/5)
Infusion | Effective talent level: 1.0 HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. Also while Heroism is active you will only die when reaching -498 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Willpower stat. |
Infusion | Effective talent level: 1.0 SunUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36). It will also blind any creatures caught inside (power 71) for 3 turns. Its effects scale with your Cunning stat. |
Taint | Effective talent level: 1.0 TelepathyUse mode: Activated Range: 10.00 Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 20 for 10 turns. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/10 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by sand-drake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
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 Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by skeleton master archer. Escort: lost warrior (level 7 of Dreadfell) | failed |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the 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. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have 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: 305. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
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! | 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 pair of hardened leather boots of evasion (6 def, 3 armour) wanderer's pair of hardened leather boots of evasion (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 Fatigue: +3% Changes stats: +3 Con Physical save: +8 Mental save: +5 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 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 29% chance to completely evade them for 11 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
On head | werebeast's dwarven-steel helm of precognition (4 def, 4 armour) werebeast's dwarven-steel helm of precognition (4 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 Armour: +4 Defense: +4 Fatigue: +4% Changes stats: +3 Str / +2 Dex / +7 Cun / +3 Con Changes resistances: -24% light Life regen: +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour) brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Changes stats: +2 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +7.00% Physical save: +9 Spell crit. chance: +8% Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | 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. |
On fingers | 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. |
On fingers | Arcbreak the voratun ring Arcbreak the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 Changes stats: +5 Wil / +6 Con Damage when the wearer is hit: 8 lightning Physical save: +12 Spell save: +12 Mental save: +10 Rings can have magical properties. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chances to blind Changes resistances: +20% light Changes damage: +10% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | Torchbolt (12.5-13.75 power, 32 apr, nature damage) Torchbolt (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. The set is complete. Base power: 12.5 - 13.8 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% Damage when this weapon hits: +8 fire Damage conversion: 10% blight When wielded/worn: Damage when the wearer hits(melee): 4 blight Changes resistances: +5% nature Changes resistances penetration: +6% nature / +9% darkness / +5% mind Changes damage: +5% nature / +7% darkness / +15% mind Talent mastery: +0.20 Wild-gift / Harmony Mental save: +5 Blindness immunity: +40% Stun/Freeze immunity: +40% Equilibrium when hit: +0.90 Maximum psi: +10.00 Mindpower: +4 Mental crit. chance: +4% It can be used to completes a nature powered mindstar set, placing all other charms into a 20 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. |
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 | wyrm's thorny mindstar of storms (8.5-9.35 power, 24 apr, nature damage) wyrm's thorny mindstar of storms (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. The set is complete. 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: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical / 4 fire / 4 cold / 9 lightning Changes resistances: +3% physical / +2% fire / +4% cold / +9% lightning Changes resistances penetration: +4% lightning Changes damage: +3% lightning Blindness immunity: +30% Stun/Freeze immunity: +30% Mindpower: +3 Mental crit. chance: +3% It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 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. |
Cloak | 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 7 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. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (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: +5 Con / +4 Wil Damage when the wearer is hit: 20 poison / 20 slime 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 (heal 106) healing infusion (heal 106)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 106 life. 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. |
Rune of the Rift (410.00 temporal damage, removed from time 4 turns) Rune of the Rift (410.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 410.00 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psychic's teleportation rune (range 126) psychic's teleportation rune (range 126)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 126 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so but it can not see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4 if cast on a creature it will follow it until it expires or until the creature dies. At level 5 it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
grounding gold amulet of the chosen grounding gold amulet of the chosenPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 8 light Damage when the wearer is hit: 7 light Changes resistances: +14% lightning / +5% light Stun/Freeze immunity: +22% Amulets can have magical properties. |
shielding copper amulet shielding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light Blindness immunity: +22% Amulets can have magical properties. |
vitalizing stralite amulet of the fish vitalizing stralite amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% cold Allows you to breathe in: water Physical save: +7 Life regen: +0.60 Maximum life: +35.00 Amulets can have magical properties. |
Turygen TurygenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Ranged Defense: +4 Blindness immunity: +10% Disease immunity: +15% Silence immunity: +10% Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% See stealth: +6 See invisible: +7 Rings can have magical properties. |
gladiator's stralite ring of frost (+32%) gladiator's stralite ring of frost (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +5 Con Changes resistances: +32% cold Changes damage: +16% cold Rings can have magical properties. |
psionicist's copper ring of light (+22%) psionicist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +6 Rings can have magical properties. |
psionicist's stralite ring of clarity psionicist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +19 Confusion immunity: +26% Rings can have magical properties. |
sneakthief's stralite ring of misery sneakthief's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits the target will bleed for 307% weapon damage over 7 turns and all healing will be reduced by 40%. Rings can have magical properties. |
solipsist's gold ring of sensing solipsist's gold ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Blindness immunity: +26% Mindpower: +5 See stealth: +10 See invisible: +6 Rings can have magical properties. |
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: +56.00 Healing mod.: +22% Rings can have magical properties. |
titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 Stun/Freeze immunity: +24% Life regen: +1.30 Rings can have magical properties. |
treant's gold ring of mental power treant's gold ring of mental powerInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature Physical save: +7 Poison immunity: +13% Disease immunity: +12% Mindpower: +7 Rings can have magical properties. |
wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Mental save: +5 Confusion immunity: +23% Rings can have magical properties. |
Colaryem (45-72 power, 5 apr) Colaryem (45-72 power, 5 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.0 - 72.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 200% When wielded/worn: Fatigue: -12% Changes stats: +5 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumberance: +40 Movement speed: +7% Avoid Pressure Traps: The wearer never triggers traps that require pressure. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
warbringer's stralite greatsword of amnesia (49.5-79.2 power, 3 apr) warbringer's stralite greatsword of amnesia (49.5-79.2 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Physical power: +10 Changes stats: +4 Con Damage when the wearer is hit: 14 mind Changes resistances penetration: +6% physical Disarm immunity: +20% Massive two-handed swords. |
warbringer's stralite greatsword of gravity (45.5-72.8 power, 3 apr) warbringer's stralite greatsword of gravity (45.5-72.8 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.5 - 72.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +10 gravity When wielded/worn: Physical power: +11 Changes stats: +2 Con Changes resistances penetration: +10% physical Changes damage: +6% physical Disarm immunity: +12% Massive two-handed swords. |
Anmalice (38-53.2 power, 20 apr) Anmalice (38-53.2 power, 20 apr)Requires: - Willpower 20 - Strength 32 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 20% Wil, 80% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +8 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
plaguebringer's stralite mace of ruin (38.5-53.9 power, 5 apr) plaguebringer's stralite mace of ruin (38.5-53.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +9 blight When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Critical mult.: +12.00% Disease immunity: +14% Blunt and deadly. |
hateful pulsing mindstar (13-14.3 power, 32 apr, nature damage) hateful pulsing mindstar (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 It is part of a set of items. 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: Changes resistances penetration: +8% mind / +8% darkness Changes damage: +5% mind / +9% darkness 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 (7-7.7 power, 24 apr, nature damage) mitotic thorny mindstar of balance (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +8.5% Attack speed: 100% Damage when this weapon hits: +5 slime / +8 acid blind Burst (radius 2) on crit: +0 slime When wielded/worn: Physical save: +5 Spell save: +4 Mental save: +4 Equilibrium when hit: +0.50 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. |
mitotic thorny mindstar of balance (7-7.7 power, 24 apr, nature damage) mitotic thorny mindstar of balance (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +8.5% Attack speed: 100% Damage when this weapon hits: +8 acid blind / +5 slime Burst (radius 2) on crit: +0 acid blind When wielded/worn: Physical save: +5 Spell save: +4 Mental save: +4 Equilibrium when hit: +0.50 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. |
radiant pulsing mindstar (13-14.3 power, 32 apr, nature damage) radiant pulsing mindstar (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% Damage when this weapon hits: +6 light When wielded/worn: Mindpower: +7 Mental crit. chance: +6% 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. |
Belyremina BelyreminaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag Allows you to breathe in: water Infravision radius: +1 A belt that goes around your waist. |
alchemist's iron gauntlets of the juggernaut (0 def, 1 armour) alchemist's iron gauntlets of the juggernaut (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag / +3 Wil / +2 Con Damage when the wearer hits(melee): 4 fire / 3 cold / 4 lightning / 4 acid Physical save: +4 Spell save: +3 Mental save: +3 It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Rotsweep (0 def, 1 armour) Rotsweep (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer is hit: 20 nature / 20 lightning A cap made of leather. |
searing dwarven-steel plate armour of implacability (5 def, 17 armour) searing dwarven-steel plate armour of implacability (5 def, 17 armour)Requires: - Strength 35 - Talent Armour Training (level 4) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 Fatigue: +17% Damage when the wearer hits(melee): 10 fire / 10 acid Damage when the wearer is hit: 10 fire / 10 acid Physical save: +9 A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) Sanguine Shield (14 def, 4 armour, 40 dam, 220 block)Requires: - Strength 39 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Physical crit. chance: +9.0% Block value: +220 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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. |
6 lapis lazuli 6 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 opal 5 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. |
sapphire 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. |
9 topaz 9 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. |
5 emerald 5 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. |
guard's alchemist's lamp of revealing guard's alchemist's lamp of revealingCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 Light radius: +3 See stealth: +13 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +7% light Light radius: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 8 turns. The radius will increase with the Cunning stat A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
4 garnet 4 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. |
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 239/400. 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. |
Dawndream the steel torque of thermal psionic shield [power 27] (20 cooldown) Dawndream the steel torque of thermal psionic shield [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Light radius: +2 It can be used to setup a psionic shield, reducing all fire and cold damage by 27 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chances to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
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 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
telekinetic stralite torque of psychoportation [power 45] (30 cooldown) telekinetic stralite torque of psychoportation [power 45] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to teleport randomly (rad 45), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Camimas [power 16] (20 cooldown) Camimas [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 mind Changes damage: +3% mind It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Dawnweeper of cure illness [power 2] (20 cooldown) Dawnweeper of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 light Damage when the wearer is hit: 12 light Changes resistances: +9% light It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled elven-wood totem of thorny skin [power 28] (20 cooldown) tentacled elven-wood totem of thorny skin [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to hardens the skin for 6 turns increasing armour by 28 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
Branendur of detection [power 7] (15 cooldown) Branendur of detection [power 7] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +21% fire Poison immunity: +20% It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning [power 213] (6 cooldown) elven-wood wand of lightning [power 213] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a beam of lightning (dam 71-213), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking elven-wood wand of trap destruction [power 80] (15 cooldown) striking elven-wood wand of trap destruction [power 80] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +2 Strike It can be used to try to disarm any known traps in a line (disarm power 80), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
By Slubby the Yeek Wyrmic level 30
49th Regrowth 123rd year of Ascendancy at 14:59 see stats
By Slubby the Yeek Wyrmic level 23
32nd Regrowth 123rd year of Ascendancy at 15:09 see stats
By Slubby the Yeek Wyrmic level 13
64th Dusk 122nd year of Ascendancy at 16:03 see stats
By Slubby the Yeek Wyrmic level 19
76th Haze 122nd year of Ascendancy at 13:57 see stats
By Slubby the Yeek Wyrmic level 21
12nd Regrowth 123rd year of Ascendancy at 18:53 see stats
By Slubby the Yeek Wyrmic level 21
1st Decay 122nd year of Ascendancy at 10:55 see stats
By Slubby the Yeek Wyrmic level 10
5th Dusk 122nd year of Ascendancy at 04:31 see stats
By Slubby the Yeek Wyrmic level 20
78th Haze 122nd year of Ascendancy at 11:14 see stats
By Slubby the Yeek Wyrmic level 30
46th Regrowth 123rd year of Ascendancy at 15:03 see stats
By Slubby the Yeek Wyrmic level 10
5th Dusk 122nd year of Ascendancy at 05:41 see stats
By Slubby the Yeek Wyrmic level 30
58th Regrowth 123rd year of Ascendancy at 22:09 see stats
By Slubby the Yeek Wyrmic level 30
46th Regrowth 123rd year of Ascendancy at 22:07 see stats
By Slubby the Yeek Wyrmic level 10
29th Dusk 122nd year of Ascendancy at 18:20 see stats
By Slubby the Yeek Wyrmic level 17
61st Haze 122nd year of Ascendancy at 02:18 see stats
By Slubby the Yeek Wyrmic level 19
77th Haze 122nd year of Ascendancy at 05:25 see stats
By Slubby the Yeek Wyrmic level 31
75th Regrowth 123rd year of Ascendancy at 22:12 see stats
By Slubby the Yeek Wyrmic level 30
49th Regrowth 123rd year of Ascendancy at 18:04 see stats
By Slubby the Yeek Wyrmic level 21
1st Decay 122nd year of Ascendancy at 11:40 see stats
By Slubby the Yeek Wyrmic level 28
46th Regrowth 123rd year of Ascendancy at 06:42 see stats
Log
Slubby the level 34 yeek wyrmic was battered to death by herself in some sort of fetish experiment gone wrong on level 2 of Noxious Caldera.
Slubby deactivates Wild Growth.
Slubby deactivates Elemental Harmony.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
You are sent back to the material plane!
Talent Wild Growth is ready to use.
Talent Elemental Harmony is ready to use.
There is a way to the previous level here (press '' or right click to use).
Ran for 47 turns (stop reason: at exit).
Slubby uses Knowledge of the Way.
Lore found: Black Mesh
You can read all your collected lore in the game menu, by pressing Escape.
Space around you starts to dissolve...
You are yanked out of this place!
You gain 2.40 gold from the transmogrification of reinforced dwarven-steel shield of harmony (8 def, 9 armour, 26.5 dam, 117.5 block).
You gain 20.00 gold from the transmogrification of Black Mesh (8 def, 2 armour, 31.5 dam, 112.5 block).
You gain 1.70 gold from the transmogrification of dwarven-steel mail armour of fire resistance (3 def, 8 armour).
You gain 1.06 gold from the transmogrification of cashmere wizard hat of fire (+19%) (2 def, 0 armour).
You gain 5.20 gold from the transmogrification of blurring hardened leather belt of valiance.
You gain 2.43 gold from the transmogrification of arcing dwarven-steel greatsword of crippling (35.5-56.8 power, 2 apr).
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...