





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 43 / 0% |
Size | huge |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 38 (base 31) |
Dexterity | 18 (base 14) |
Constitution | 20 (base 12) |
Magic | 53 (base 46) |
Willpower | 23 (base 10) |
Cunning | 24 (base 10) |
Resources
Mana | 368/368 |
Vim | 198/198 |
Life | 836/836 |
Positive | 0/176 |
Hate | 100/100 |
Healing Factor | 0.57894736842105 |
Regeneration | 3.3578947368421 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +61.31788189224% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 34 |
Accuracy | 66 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 66 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | -48% |
Light | -51% |
Nature | -39% |
Arcane | -57% |
Physical | -55% |
All | -60% |
Offense: Damage Penetration
Mind | +25% |
Fire | +15% |
Light | +45% |
Defense: Base
Armour (hardiness) | 14.118138619369 (56.923076923077%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 9 |
Physical Save | 31 |
Spell Save | 36 |
Mental Save | 42 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Mind | + 44%(100%) |
All | + 35%(100%) |
Darkness | + 66%(100%) |
Light | + 48%(100%) |
Lightning | + 56%(100%) |
Fire | + 31%(100%) |
Nature | + 36%(100%) |
Defense: Immunities
Disarm Resistance | 30% |
Stun Resistance | 100% |
Blind Resistance | 100% |
Teleport Resistance | 20% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 6 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -663 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 0.80 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Effects
talent | Infestation |
talent | Worm that Walks Link |
talent | Ruin |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Equipment
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +20% light / +15% fire Changes damage: +9% light Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 96 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 34% chance to blind * 22% chance to disease Changes resistances: +21% light Changes resistances penetration: +25% light Stun/Freeze immunity: +47% Life regen: +4.80 Light radius: +2 Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 14 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes stats: +4 Cun Changes resistances: +9% lightning Changes resistances penetration: +25% mind Changes damage: +12% lightning Rings can have magical properties. |
On fingers | ![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +16 (+5 eff.) Effects when hit in melee: * 22% chance to disease * 25% chance to inflict 15% damage reduction Changes stats: +3 Str / +3 Mag / +4 Con Changes resistances: +3% nature Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +26 (+8 eff.) Knockback immunity: +15% Teleport immunity: +20% Mana each turn: +0.21 Maximum mana: +35.00 Size category: +2 A belt that goes around your waist. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 22 light / 8 arcane Changes stats: +7 Wil Changes resistances: +44% blight / +24% fire / +48% darkness Changes damage: +3% arcane Critical mult.: +5.00% Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Light radius: +4 A suit of armour made of mail. |
In off hand | ![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +6 temporal / +7 nature When wielded/worn: Changes damage: +21% nature Equilibrium when hit: +0.16 Mindpower: +4 (+2 eff.) Sharp, long, and deadly. |
In main hand | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+4 eff.) Changes stats: +2 Wil Changes resistances: +15% mind Disarm immunity: +30% Equilibrium when hit: +0.04 Maximum psi: +20.00 One-handed war axes. |
Inventory
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight / 8 temporal Changes stats: +1 Mag Changes resistances: +15% blight / +36% fire / +15% nature Changes resistances penetration: +10% blight Changes damage: +18% fire Poison immunity: +28% Disease immunity: +30% Life regen: +1.90 Maximum life: +90.00 Maximum vim: +30.00 Healing mod.: +30% Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+3 eff.) Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 darkness / +16 mind Damage against: +12% Living When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes resistances: +9% light Light radius: +3 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 40 arcane resource burn When wielded/worn: Armour penetration: +8 Physical crit. chance: +11.0% Changes resistances: +6% temporal / +9% nature / +6% light Changes damage: +12% light Critical mult.: +14.00% Sharp, short and deadly. |
![]() Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 31.89 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Burst (radius 2) on crit: +16 fire When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +9% lightning / +15% fire Sharp, long, and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +17 blight / +8 darkness / +17 temporal When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 17 temporal Changes stats: +3 Dex Changes resistances: +17% temporal Changes damage: +3% darkness Disease immunity: +28% See invisible: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness / +16 light Damage against: +7% Living When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% light Changes resistances penetration: +25% light Changes damage: +9% fire Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom Damage (Melee): +23 mind Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +12 light When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +15% mind Changes resistances penetration: +15% mind / +10% light Light radius: +2 One-handed war axes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% mind / +15% lightning Changes damage: +6% lightning One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +37 lightning Burst (radius 1) on hit: +8 lightning / +12 nature Burst (radius 2) on crit: +16 nature When wielded/worn: Changes resistances: +6% nature / +12% lightning Changes resistances penetration: +20% lightning One-handed war axes. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +11 acid Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to disease Changes resistances: +9% blight / +3% temporal Changes damage: +12% blight One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +20 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +18% blight / +6% lightning / +22% darkness / +22% mind Changes resistances penetration: +25% lightning Changes damage: +9% blight / +12% lightning Physical save: +16 (+8 eff.) Spell save: +16 (+6 eff.) Mental save: +28 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 20 acid / 12 mind Changes resistances: +9% mind Changes resistances penetration: +25% acid / +25% mind Changes damage: +12% mind It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Effects when hit in melee: * 33% chance to disease * 31% chance to inflict 15% damage reduction Changes resistances: +9% lightning / +6% temporal / +2% physical Maximum wards: +2 physical / +4 mind / +4 darkness Talents granted: +4 Telekinetic Blast +1 Ward Silence immunity: +15% Pinning immunity: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 121 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 153 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +9% lightning Changes resistances penetration: +25% mind Changes damage: +9% lightning Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to fire a blast of psionic energies in a range 6 beam dealing 28.20 to 56.40 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Dex Changes damage: +9% physical Critical mult.: +24.00% It can be used to teleport randomly (rad 31), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +2 physical / +3 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% lightning Maximum wards: +3 acid / +2 nature / +4 light Changes resistances penetration: +20% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +9% light / +18% cold Changes resistances penetration: +15% lightning Mental save: +9 (+3 eff.) Cut immunity: +25% Knockback immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 14, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 12 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Changes damage: +15% darkness / +30% lightning It can be used to fire a bolt of a random element with (base) damage 144 to 289, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Ran for 2 turns (stop reason: object seen).
There is an item here: Lorirand the steel torque of thermal psionic shield [power 55] (18 cooldown)
There is an item here: Mayyratha [power 29] (18 cooldown)
Ran for 3 turns (stop reason: object seen).
Writhe2 drops on the floor: ethereal alchemist's lamp.
You give Jetstriker of the Blightspawn [power 121] (18 cooldown) to worm that walks (servant of Writhe2).
You give warded dwarven-steel torque of thermal psionic shield [power 73] (18 cooldown) to worm that walks (servant of Writhe2).
You give quick yew wand of conjuration [power 205] (8 cooldown) to worm that walks (servant of Writhe2).
Writhe2 wears (replacing mule's stralite ring of speed): Erelerofast the Sparkhunt.
You give Marduchak to worm that walks (servant of Writhe2).
Writhe2 wears (replacing Mighty Girdle): Salukira the Deepskiss.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Character control switched to worm that walks (servant of Writhe2).
You give miner's voratun pickaxe (dig speed 17 turns) to Writhe2.
You give quick yew wand of conjuration [power 205] (8 cooldown) to Writhe2.
Worm that walks (servant of Writhe2) deactivates Ruin.
Worm that walks (servant of Writhe2) deactivates Worm that Walks Link.
Worm that walks (servant of Writhe2) deactivates Infestation.
Writhe2 deactivates Premonition.
Writhe2 deactivates Chaos Orbs.
Writhe2 deactivates Chant of Fortress.
Writhe2 deactivates Elemental Harmony.