| Incarnation | |
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General information |
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Allows you to turn into a powerful creature for 1 hour. Unlike metamorphosis elixirs that create only an illusion of having a different appearance, the Incarnation Potion will completely change the way a person looks while also giving whoever drinks it the traits and powers of the creature.
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Limitations |
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Unlike transformation elixirs, which only give the illusion of a shape change, a true incarnation affects all aspects of the game character.
- When Incarnation of some creature is active, the character cannot cast spells and use elixirs. Instead, the character gains many abilities and traits of the creature they turn into. New skills replace elixirs and scrolls in your belt which automatically return to your backpack.
- While the potion is in effect, you cannot equip or unequip any items (all bonuses from items equipped before the potion is used remain active).
- Incarnation cannot be combined with any effects that provide battle advantages or armoury ointments, as well as with other metamorphosis elixirs.
- You cannot use bow and banners (equipped bows and banners are automatically unequipped and placed in the backpack when Incarnation is in use).
- For the duration of True Incarnation, the character gains 10 additional slots in the backpack.
- True Incarnation cannot be removed ahead of time.
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Compatible blessings |
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In addition to the above limitations, incarnations are not compatible with almost any other blessings, except for:
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Eternity Guard |
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Life level: +400%
Strength: +50%
Protection against all magic schools: +100%
Durability: +70% |
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Effect |
Properties |
11 |
Met with the terrifying stare of the Eternity Guard, the enemy loses their countenance: the strength of their blows and defence are weakening. The effect lasts 50 turns and can be applied to the same target multiple times. Period of use: 7 moves. Requires and wastes a turn. Each such effect reduces the enemy’s Strength, Wisdom, and Durability by 20%. |
16 |
For 3 turns, the Guard enchants his shield with a magic aura that reflects any damage taken back at the attacker. Period of use: 6 moves. Requires but does not waste a turn. Returns 50% of damage. |
5 |
Brings a rain of fireballs down on the enemies, forcing them to lose 4% of their maximum health (but no more than 4% of the Guard’s health) every 10 seconds for 2 minutes. Period of use: 6 minutes. Requires and wastes a turn. Can hit up to 7 enemies at the same time.
Can be dispersed with a Scroll of Charm Dispersal. |
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Passive ability: when blocking, it reduces not just physical, but also magical damage. The enchanted shield also protects against Punishment effects. |
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Passive ability: Guard Armour reduces physical and magical damage taken by 20%. |
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Note: In some events, the resulting elixirs have a lifespan of 14 days!
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Ancient Yeti Shaman |
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Life level: +90%
Strength: +70%
Wisdom: +70%
Will: +70%
Protection against all magic schools: +200%
Suppression: +120% |
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Effect |
Properties |
7 |
The shaman summons the power of the northern sky to heal himself. Instantly restores 45% health and removes all negative magic effects usually lifted by Scrolls of Charm Dispersal. Period of use: 10 seconds. Requires but does not waste a turn. |
10 |
Turns the enemy into an ice statue! For 7 seconds, the victim cannot perform any actions. Does not work against enemies with temporary or permanent immunity to stunning. Period of use: 10 turns. |
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Brings down a heavy snowfall upon enemies. Inflicts Water Magical Damage that depends on the character’s wisdom. Some enemies may also get frozen which interrupts their combinations of blows. Can strike up to 10 enemies simultaneously. Requires and wastes a turn. Period of use: 5 minutes. |
20 |
An incantation that creates a storm of ice fragments that inflict water magical damage. Amount of damage depends on the character’s Wisdom. Period of use: 3 turns. Requires and wastes a turn. |
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Note: In some events, the resulting elixirs have a lifespan of 14 days!
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Forest Troll |
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Life level: +200%
Strength: +100%
Intellect: -100%
Wisdom: -100%
Trauma: +15 |
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Effect |
Properties |
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Passive ability: the troll recovers 1% of its maximum health every turn. (This ability is affected by all effects that increase or reduce the effectiveness of healing elixirs and scrolls.) |
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Passive ability: Troll’s Tough Hide reduces all incoming damage by 30% and protects the troll against arrows that apply a punishment effect. |
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Troll releases a stream of acrid acid at the enemy that reduces their ability to resist damage and fight off attacks for a few turns. Reduces the target’s Durability by 75%, Protection and Agility by 90%. Lasts 5 rounds. Cannot be used more than than once every 10 rounds. Does not waste turns. |
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The Troll puts a curse on the enemies that weakens their blows and spells. The curse affects up to 5 enemies at the same time and lasts 4 turns. Cannot be used more than once every 12 rounds. Does not waste turns. |
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The Troll flies into a rage, increasing the power of his blows for the next 3 turns. Cannot be used more than than once every 11 rounds. Wastes a turn. |
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The Troll's angry cry awakens animal instincts in him and his allies, causing them to fight more effectively. Causes an effect on itself and all allies that increases damage by 20% and critical hit chance by 5%. Lasts for 3 turns, but can only be used once every 20 turns. Does not waste a turn. |
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Note: In some events, the resulting elixirs have a lifespan of 14 days!
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Cerberus |
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This article will focus only on the maximum Tough Collar with Flaming Runes. The method of obtaining, as well as the characteristics of a lower level of the collar, can be found in our article - Rewards for seasonal events.
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Life level: +50/+85%/+95%/+105% (depending on the level)
Strength: +50%/+60%/+80%/+100% (depending on the level)
Initiative and speed: +30 |
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Effect |
Properties |
5 |
Incarnated Cerberus’s roar can make the most valiant warriors freeze in fear!
The torpor lasts 7 seconds. Does not work against enemies with temporary or permanent immunity to stunning.
Requires and wastes a turn. Period of use: 60 seconds. |
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Incarnated Cerberus can recover 60% of health lost three times per fight. |
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Incarnated Cerberus spouts streams of fire at enemies which can hit up to 6 enemies at a time. Engulfed in hellfire, the enemies will lose 28% of their health over 70 seconds (but no more than 28% of your health). Period of use: 90 seconds. Requires and wastes a turn.
Can be dispersed by a Scroll of Charm Dispersal. |
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Demonic Aura grants unusual effects to the character: reduces magical damage taken by 50%, and physical damage by 20%; it also reduces damage from poisoning effects two times, and damage from retribution - four times, as well as completely protects against punishment effects. At the same time, the aura blocks the owner from recovering health at the cost of damage dealt, reducing the effectiveness of any vampiric effects 3 times. |
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Incarnated Cerberus can periodically drain mana from enemies. |
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Enemies of the Incarnated Cerberus periodically freeze in fear, which interrupts their combinations of super-blows. |
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Last updated: May 2023
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