











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Solipsist |
| Level / Exp | 31 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Xanowen the ultimate teluvorta at level 31 on the 2nd Regrowth 123rd year of Ascendancy at 01:57 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 35 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 90.000000000001 (base 60) |
| Cunning | 92.000000000001 (base 60) |
Resources
| Life | -88/433 |
| Equilibrium | 49 |
| Psi | 10/496 |
| Healing Factor | 1.1172674059365 |
| Regeneration | 4.7483864752301 |
Speed
| Mental | 0% |
| Attack | -1.9984014443253E-12% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 61.29092133843 |
| See Invisible | 82.29092133843 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 56 |
| Crit Chance | 35% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 88 |
| Accuracy | 56 |
| Crit Chance | 33% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Mind | +72% |
| Temporal | +6% |
| Nature | +42% |
| Physical | +9% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Light | +15% |
| Cold | +20% |
| Lightning | +10% |
| Mind | +70% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 57.000000000001 (78.304188961773%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 45.675 |
| Spell Save | 48.55 |
| Mental Save | 52 |
Defense: Resistances
| Blight | + 35%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 39%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 37%( 70%) |
| Lightning | + 42%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 42% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You 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 within1 lumberjacks have died. | 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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | barbed quiver of yew arrows of erosion (25/25, 154% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 154% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 25 On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 nature Arrows are used with bows to pierce your foes to death. |
| Light source | ViperoblivionInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes resistances: +6% mind / +3% all Changes resistances penetration: +15% mind Changes damage: +9% nature / +12% mind Spell save: +10 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | defender's dwarven-steel helm of trickery (5 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +11 Defense: +5 (+1 eff.) Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +4% all Physical save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | drakeskin leather gloves 'Weepsage' (0 def, 13 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +13 Damage (Melee): 15 physical Damage when hit (Melee): 6 nature / 8 lightning Changes resistances: +6% lightning / +12% temporal / +9% light / +15% fire / +9% nature Changes damage: +9% physical When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +10 physical Damage (radius 2) on crit: +11 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Dayserpent the ash totem of healing [power 218] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +20% acid Changes damage: +18% acid Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +15 It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 11 turns. When used: * Heal for 46. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +2 Changes stats: +7 Dex / +7 Wil / +12 Cun / +2 Con Changes resistances penetration: +10% lightning Physical save: +18 (+3 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +32% Stun/Freeze immunity: +30% Mindpower: +9 (+2 eff.) Rings make your fingers look great! |
| On fingers | Lightmistress the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% light Changes resistances penetration: +15% light / +25% mind Changes damage: +6% temporal Stun/Freeze immunity: +26% Life regen: +4.00 Equilibrium when hit: +0.16 Maximum hate: +10.00 Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
| Around neck | TulogenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +8 Wil / +4 Con Changes resistances: +12% lightning / +9% darkness Changes resistances penetration: +5% mind Changes damage: +9% mind See invisible: +6 Amulets make your neck look great! |
| In main hand | Oozing Heart (115% power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 15 power out of 20/20) : Effective talent level: 3.5 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 115.59 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Around waist | EloraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +14 Changes stats: +5 Cun Changes resistances: +6% lightning / +6% temporal Pinning immunity: +10% Maximum life: +20.00 Mental crit. chance: +1% A belt that goes around your waist. |
| In off hand | Chamundur the Frigidpyre (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 34% Damage (Melee): +8 cold / +16 mind Damage (radius 1) on hit: +16 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Damage when hit (Melee): 6 darkness / 4 cold Changes resistances penetration: +20% cold Changes damage: +24% mind Talent granted: +1 Attune Mindstar Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +2.20 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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 | elven-silk cloak 'Daimokalthofang' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Physical crit. chance: +3.0% Defense: +3 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +7 Str / +3 Dex / +3 Cun / +2 Con Changes resistances penetration: +25% mind Changes damage: +12% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) 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
heroism infusion of the sneak (die at -518; dur 5; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -518 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1142 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 682%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 24%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 35%; magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 21%; physical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Isutha the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +18% lightning / +4% physical / +5% arcane Disarm immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +24% Amulets make your neck look great! |
starlit copper amulet of perfection (0.16 Psionic / Mentalism,0.16 Psionic / Psychic Assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% light / +13% darkness Talent masteries: +0.16 Psionic / Mentalism +0.16 Psionic / Psychic Assault Blindness immunity: +24% Amulets make your neck look great! |
steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
Duriruibar the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Physical save: +6 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +21 (+7 eff.) Blindness immunity: +20% Disease immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +5 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Emelethra the steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+11 eff.) Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Damage when hit (Melee): 4 acid / 4 physical Changes stats: +5 Wil Changes resistances: +15% mind Changes damage: +6% physical Mental save: +10 (+3 eff.) Stamina each turn: +2.00 Rings make your fingers look great! |
Manahek the EclipseweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Fatigue: -5% Changes stats: +3 Cun Changes resistances penetration: +15% darkness / +10% mind Critical mult.: +15.00% Maximum encumbrance: +22 Rings make your fingers look great! |
copper quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +3 Armour: +6 Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +5 Dex / +5 Mag / +5 Wil / +5 Cun Blindness immunity: +23% Stun/Freeze immunity: +30% Spellpower: +5 (+2 eff.) Infravision radius: +4 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
copper ring 'Wildslicer'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Con Changes resistances: +18% acid / +6% nature Changes resistances penetration: +5% nature / +10% acid Changes damage: +9% lightning Physical save: +6 (+1 eff.) Rings make your fingers look great! |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
mule's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +22 Rings make your fingers look great! |
steel aquamarine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +31 (+9 eff.) Armour: +2 Changes stats: +1 Str / +6 Dex Changes resistances: +24% acid / +6% lightning / +2% all Changes damage: +12% acid / +12% lightning / +5% all Spellpower: +9 (+3 eff.) Mindpower: +8 (+1 eff.) Rings make your fingers look great! |
steel ring 'Ce'Nurilethra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +9% acid / +2% physical / +12% blight / +6% fire / +9% mind Mental save: +6 (+2 eff.) Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
steel ring 'Prismgore'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +16 Changes stats: +4 Str / +2 Con Changes resistances penetration: +25% light / +5% physical Changes damage: +6% acid Rings make your fingers look great! |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Xoda (144% power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% acid / +13% lightning / +11% fire / +11% cold / +5% all Changes resistances penetration: +10% mind Changes damage: +9% mind Spell save: +9 (+2 eff.) Mental crit. chance: +2% Blunt and deadly. |
Bloomsoul (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 29 power out of 40/40) : Effective talent level: 2.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Great Caller (100% power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Stokequill the mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Changes stats: +1 Cun Talent granted: +1 Attune Mindstar Mindpower: +20 (+4 eff.) Mental crit. chance: +1% 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. |
Yvarinor the Fogdredge (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +20 darkness When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+5 eff.) Defense: +25 (+8 eff.) Changes stats: +5 Wil Changes resistances penetration: +8% mind / +23% darkness Changes damage: +9% mind / +10% darkness Talent granted: +1 Attune Mindstar Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Arima the cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +10 acid / +17 nature When wielded/worn: Armour penetration: +9 Effects on ranged hit: * 13 arcane resource burn Damage when hit (Melee): 2 acid Changes stats: +4 Str / +4 Wil / +3 Cun / +1 Con Changes resistances penetration: +8% acid / +12% nature Changes damage: +12% physical Talent mastery: +0.20 Wild-gift / Antimagic Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mindpower: +9 (+2 eff.) Light radius: +3 See invisible: +12 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.yew starstaff 'Isuwen' (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +3 Wil / +1 Con Changes resistances: +9% blight / +9% temporal / +15% light Changes damage: +20% darkness Talent granted: +1 Command Staff Confusion immunity: +20% Maximum mana: +70.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +3% Mindpower: +20 (+4 eff.) Staves designed for wielders of magic, by the greats of the art. |
Gloomquencher (103% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Con / +6 Wil Changes resistances: +12% light / +5% arcane Changes resistances penetration: +25% darkness Changes damage: +3% fire Maximum life: +21.00 One-handed war axes. |
Tulakalthondur the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +15 Cun / +5 Dex Changes resistances: +15% temporal Changes resistances penetration: +20% temporal Mental save: +9 (+3 eff.) Mental crit. chance: +9% A belt that goes around your waist. |
Flarelace the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 7% Damage when hit (Melee): 10 acid Changes stats: +3 Str / +3 Con Changes resistances: +21% fire Changes resistances penetration: +10% mind Physical save: +7 (+1 eff.) Maximum life: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galedravor the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+6 eff.) Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +2% physical Changes damage: +3% mind Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unlightthorn (26 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +26 (+8 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 34% Changes stats: +2 Cun / +1 Dex Changes resistances penetration: +5% darkness Critical mult.: +10.00% Only die when reaching: -60.00 life Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.elven-silk robe 'Mudas' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +12 Cun Changes resistances: +30% temporal / +15% all Changes resistances penetration: +15% physical Changes damage: +30% temporal Physical save: +9 (+2 eff.) Stamina each turn: +3.00 Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Korydur' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Cun Changes damage: +9% physical Life regen: +2.00 Only die when reaching: -40.00 life Mental crit. chance: +4% Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Sootfame' (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Fatigue: -4% Changes stats: +3 Str Changes resistances penetration: +20% darkness Maximum encumbrance: +20 Physical save: +6 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots 'Brightwrecker' (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +4% Changes resistances: +40% temporal / +27% darkness / +2% physical Changes resistances penetration: +20% darkness / +19% temporal Changes damage: +18% light Spell save: +18 (+3 eff.) Stamina each turn: +2.00 Defense after a teleport: +26 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anaruichak the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 7 mind Changes stats: +4 Str / +5 Wil / +2 Cun Changes resistances: +6% mind / +12% temporal Changes damage: +4% mind Reduces incoming crit damage: 10.00% When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Mayyma' (0 def, 6 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage (Melee): 6 physical Changes resistances: +3% acid / +6% fire Changes damage: +4% physical Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Serpentbore the linen wizard hat (11 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +11 (+3 eff.) Changes resistances: +16% acid / +3% nature Changes damage: +11% acid Reduces incoming crit damage: 15.00% Healing mod.: +20% A pointy cloth hat, very wizardly... |
grounding rough leather cap of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ce'Nimivena' (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +11 Fatigue: +1% Changes resistances: +6% fire / +6% nature / +6% cold Poison immunity: +10% Only die when reaching: -80.00 life Maximum life: +40.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.thaloren voratun helm of absorption (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +9% blight Mental save: +12 (+4 eff.) Stamina when hit: +2.30 Equilibrium when hit: +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Bylathadig (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +7 Str Changes resistances: +11% physical / +16% darkness / +15% temporal / +3% nature / +5% arcane Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +5.00 Light radius: +2 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 3.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Armegorn the steel shield (0 def, 4 armour, 114% power, 40.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 114% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +16 temporal When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +20% cold Changes damage: +24% mind Talent granted: +1 Block Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
Zubymina (0 def, 2 armour, 94% power, 22.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +2 Str / +3 Dex / +5 Con Changes resistances: +16% acid Changes damage: +3% arcane Talent granted: +1 Block Spellpower: +10 (+3 eff.) Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 73 power out of 100/100. The very essence of bearness! |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
478 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(142 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Falagodin'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +3 Con Changes resistances: +7% blight Changes resistances penetration: +7% all Life regen: +10.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +48.00 Maximum mana: +40.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused 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 (+1 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 15 power out of 25/25) : Effective talent level: 5.9 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 32 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 12% 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, 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. |
Nerulaith the elm totem of healing [power 116] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +6 Changes stats: +3 Str Changes resistances penetration: +20% physical Changes damage: +3% physical Physical save: +6 (+1 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Zerirab the elm totem of stinging [power 128] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +10 (+3 eff.) Changes stats: +4 Str Critical mult.: +5.00% Disarm immunity: +10% Maximum psi: +50.00 It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By ZyZ the Thalore Solipsist level 21
53rd Dusk 122nd year of Ascendancy at 09:09 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By ZyZ the Thalore Solipsist level 25
67th Dusk 122nd year of Ascendancy at 19:38 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By ZyZ the Thalore Solipsist level 30
70th Haze 122nd year of Ascendancy at 06:00 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZyZ the Thalore Solipsist level 11
11st Dusk 122nd year of Ascendancy at 05:26 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By ZyZ the Thalore Solipsist level 23
65th Dusk 122nd year of Ascendancy at 10:45 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By ZyZ the Thalore Solipsist level 27
6th Haze 122nd year of Ascendancy at 02:02 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By ZyZ the Thalore Solipsist level 10
6th Flare 122nd year of Ascendancy at 21:08 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By ZyZ the Thalore Solipsist level 20
42nd Dusk 122nd year of Ascendancy at 10:38 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By ZyZ the Thalore Solipsist level 30
69th Haze 122nd year of Ascendancy at 00:27 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ZyZ the Thalore Solipsist level 29
34th Haze 122nd year of Ascendancy at 09:10 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By ZyZ the Thalore Solipsist level 25
77th Dusk 122nd year of Ascendancy at 17:28 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By ZyZ the Thalore Solipsist level 17
35th Dusk 122nd year of Ascendancy at 13:20 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By ZyZ the Thalore Solipsist level 10
7th Flare 122nd year of Ascendancy at 13:38 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By ZyZ the Thalore Solipsist level 10
8th Flare 122nd year of Ascendancy at 23:27 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By ZyZ the Thalore Solipsist level 30
70th Haze 122nd year of Ascendancy at 22:54 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZyZ the Thalore Solipsist level 21
48th Dusk 122nd year of Ascendancy at 15:59 see stats
Log
ZyZ forges a dream shield to block the attack!
ZyZ is poisoned!
ZyZ is disarmed!
Something performs a melee critical strike against ZyZ!
ZyZ's Disable was extended!
ZyZ's Deadly Poison from Silugata the fire drake hatchling was extended!
ZyZ's Blinded was extended!
ZyZ's Spellshocked was extended!
ZyZ's Corrosive Worm from Xanowen the ultimate teluvorta was extended!
The psychic field around ZyZ crumbles.
ZyZ's Resonance Field was stripped!
ZyZ's Forge Shield was stripped!
ZyZ is no longer one with nature.
ZyZ's Primal Attunement was stripped!
ZyZ is no longer attuned.
ZyZ's Resolve was stripped!
ZyZ HEALS from physical damage!
ZyZ mentally dismisses some damage!
ZyZ HEALS from temporal damage!
ZyZ converts some damage to Psi!
ZyZ HEALS from mind damage!
ZyZ HEALS from cold damage!
Something hits ZyZ for (34 blocked), (109 resonance), 38 to psi, 48 physical, 25 healing (32 psi heal), (18 antimagic), 0 cold, 2 healing (3 psi heal), (34 blocked), (118 resonance), 41 to psi, 52 physical, 27 healing (34 psi heal), (2 dismissed), (1 resonance), 0 to psi, 0 mind, (8 antimagic), 0 temporal, 2 healing (2 psi heal) (180 total damage) [127 healing].
ZyZ forges a dream shield to block the attack!
ZyZ attunes to the damage.
ZyZ converts some damage to Psi!
Something hits ZyZ for (34 blocked), (64 antimagic), 372 to psi, 477 blight (849 total damage).
ZyZ the level 31 thalore solipsist was tainted to death by Xanowen the ultimate teluvorta and lost outside time on level 1 of Lost land of Poosh.
--------------------------------
The Heart pulses with antimagic forces as you grasp it.




































































































































