Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Dream Hammer Tweak 1.3.1Makes Dream Hammer replace melee attacks, stops the game from punishing you for putting points in the 4th talent, and makes the cooldown reduction more reliable. For your pure melee needs. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. No-Friendly-Fire Autocast 1.3.1Adds an autocast option that will not cast while friendlies are in range. Nice for twilight surge for Anorithil |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Faerie |
Class | Deceiver |
Level / Exp | 129 / 5% |
Size | small |
Lifes / Deaths | Killed by corrupted large brown snake at level 2 on the 74th Pyre 122nd year of Ascendancy at 16:49 0 / 8Killed by Hirul the thalore at level 19 on the 8th Dusk 122nd year of Ascendancy at 13:20 Killed by Hirul the thalore at level 19 on the 8th Dusk 122nd year of Ascendancy at 14:20 Killed by Isloseta the gloomy giant crystal rat at level 30 on the 19th Dusk 122nd year of Ascendancy at 18:09 Killed by Arywyn the squid at level 50 on the 27th Dusk 122nd year of Ascendancy at 16:28 Killed by fire drake at level 62 on the 41st Dusk 122nd year of Ascendancy at 13:14 Killed by ritch flamespitter at level 108 on the 17th Haze 122nd year of Ascendancy at 15:32 Killed by shadow at level 129 on the 19th Haze 122nd year of Ascendancy at 09:35 |
Primary Stats
Strength | 60 (base 55) |
Dexterity | 77 (base 28) |
Constitution | 68 (base 69) |
Magic | 26 (base 10) |
Willpower | 161.21201445781 (base 139) |
Cunning | 181.21201445781 (base 129) |
Resources
Life | -188/5308 |
Equilibrium | 52 |
Stamina | 813/875 |
Psi | 213/308 |
Healing Factor | 1 |
Regeneration | 126.18467773437 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +682.96541095975% |
Spell | 0% |
Global | +103% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 11 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 288 |
Accuracy | 109 |
Crit Chance | 144% |
APR | 117 |
Speed | 1.00 |
Offense: Offhand
Damage | 225 |
Accuracy | 109 |
Crit Chance | 149% |
APR | 100 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 84% |
Speed | 1 |
Offense: Mind
Mindpower | 104.36399322889 |
Crit Chance | 86% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 80.19 (73.452380952381%) |
Defense | 132.74653100489 |
Ranged Defense | 132.74653100489 |
Fatigue | 0 |
Physical Save | 88.17 |
Spell Save | 76.143551265058 |
Mental Save | 101.98306835341 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Disarm Resistance | 50% |
Poison Resistance | 30% |
Blind Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 150 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 271 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Bloodthirst | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 5/5 |
Psionic / Deception | 1.30 |
| 12/5 |
| 9/5 |
| 12/5 |
| 10/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Terror | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Mind games | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 12/5 |
| 1/5 |
| 2/5 |
| 10/5 |
Race / Faerie | 1.20 |
| 12/5 |
| 12/5 |
| 7/5 |
| 7/5 |
Cunning / Scoundrel | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Psionic / Mentalism | 1.30 |
| 12/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 12/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Lacerating Strikes |
talent | Psiblades |
talent | Beyond the Flesh |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 22%, life regeneration by 47.87, and stamina regeneration by 9.57. Bloodbath |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +495% Defense: +231 Avoidance of some traps. |
beneficial effect | Out of phase. Invisible. Movement speed increased by 100%. All received damage reduced by 36.1%. Phased out |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | A flow of life spins around the target, regenerating 75.76 life per turn. Regeneration |
beneficial effect | The target puts all its willpower into its blows, improving physical power by 122. Willful Combat |
beneficial effect | Deals 169 physical damage to attackers, with a 50% chance to daze for 3 turns. Retaliation |
detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 118.09 physical and 118.09 temporal warp damage at both ends of the teleport. Spatial Tether |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Emelanor the rattlesnake. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Xathra the giant blue ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 119. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 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
Psionic focus | Brenadraldir (70.5-105.75 power, 3 apr) Brenadraldir (70.5-105.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 200% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +24 temporal / +45 darkness / +19 nature Burst (radius 2) on crit: +8 acid Damage against: +42% Living When wielded/worn: Armour penetration: +17 Physical crit. chance: +13.0% Changes resistances: +9% blight / +3% temporal / +6% light Critical mult.: +24.00% Physical save: +6 (+1 eff.) Blindness immunity: +10% Pinning immunity: +5% Massive two-handed mauls. Press to compare |
On hands | Toxinsear the drakeskin leather gloves (0 def, 26 armour) Toxinsear the drakeskin leather gloves (0 def, 26 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Armour: +26 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 lightning / 40 mind / 35 darkness / 16 light Damage when hit (Melee): 8 mind Changes stats: +7 Dex / +5 Mag / +13 Cun Changes resistances: +10% lightning / +10% darkness / +18% mind / +24% light Changes damage: +11% lightning / +10% light / +9% nature Physical save: +10 (+2 eff.) Mental save: +56 (+9 eff.) Disarm immunity: +50% Maximum life: +285.00 Mindpower: +10 (+2 eff.) Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. Press to compare |
On head | Deepsnigh the rough leather cap (5 def, 6 armour) Deepsnigh the rough leather cap (5 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +1% Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes stats: +4 Dex Changes resistances: +6% temporal / +13% darkness / +14% cold / +13% fire / +3% all Changes resistances penetration: +5% darkness / +15% temporal Changes damage: +6% temporal Physical save: +7 (+1 eff.) Infravision radius: +4 A cap made of leather. Press to compare |
On feet | Beteriath the Cloudmark (0 def, 3 armour) Beteriath the Cloudmark (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +15% lightning / +10% fire Changes damage: +3% lightning Stamina each turn: +0.80 Maximum life: +31.00 Maximum stamina: +13.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Tool | Cleansefoe [power 171] (20 cooldown) Cleansefoe [power 171] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 44% Damage when hit (Melee): 16 arcane / 4 nature Changes resistances penetration: +10% nature / +10% arcane Changes damage: +9% nature / +3% arcane Talent cooldown: Silence (+30 turn) Talent granted: +28 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 171 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 10.49 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. Press to compare |
On fingers | copper ring 'Splendourwreath' copper ring 'Splendourwreath'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Dex / +5 Cun / +4 Con Changes damage: +6% light Critical mult.: +5.00% Physical save: +8 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +1.30 Mana when firing critical spell: +3.00 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +2 Rings can have magical properties. Press to compare |
Around neck | Dawnbrace the copper amulet Dawnbrace the copper amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 acid Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances: +6% light Changes resistances penetration: +20% light Changes damage: +3% acid Teleport immunity: +100% It can be used to teleport you randomly (rad 99), putting all charms on cooldown for 15 turns. Amulets can have magical properties. Press to compare |
In main hand | Cinderquencher the thorny mindstar (9-9.9 power, 66 apr, nature damage) Cinderquencher the thorny mindstar (9-9.9 power, 66 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. The set is complete. Base power: 9.0 - 9.9 Uses stats: 126% Wil, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +66 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +4 mind / +8 fire When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +16% mind / +5% physical Changes resistances penetration: +3% physical / +10% fire Changes damage: +6% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +5 (+1 eff.) Life regen: +1.00 Psi each turn: +0.30 Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum life: +17.00 Maximum hate: +0.00 Maximum psi: +31.00 Mindpower: +29 (+5 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Around waist | Brodozilafast the Splendournaught Brodozilafast the SplendournaughtInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +11 Defense: +11 (+2 eff.) Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 22 light Changes stats: +5 Dex / +4 Wil / +5 Cun / +8 Lck Changes resistances: +8% acid / +8% lightning / +5% arcane / +19% cold / +3% mind / +19% fire Changes damage: +15% light Trap disarming bonus: +19 Stealth bonus: +11 Physical save: +29 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+2 eff.) Maximum life: +82.00 Mindpower: +8 (+1 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. Press to compare |
In off hand | vined mindstar 'Glowspar' (5-5.5 power, 49 apr, nature damage) vined mindstar 'Glowspar' (5-5.5 power, 49 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This natural sand should be returned to the wyrm. This psionic mindstar hates not to be wrathful. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. The set is complete. Base power: 5.0 - 5.5 Uses stats: 114% Wil, 36% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +49 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 11% chance to corrode armour When wielded/worn: Effects on melee hit: * 54% chance to blind Damage when hit (Melee): 10 physical / 10 fire Changes stats: +2 Wil Changes resistances: +13% lightning / +11% physical / +9% darkness / +12% cold / +6% blight / +24% fire / +6% mind / +6% light Changes resistances penetration: +20% darkness / +10% fire / +9% mind / +9% physical Changes damage: +13% lightning / +23% darkness / +24% fire / +6% nature / +12% acid / +11% physical / +13% cold / +26% mind / +6% arcane Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Cursed / Darkness +0.20 Cursed / Dark sustenance +0.40 Psionic / Voracity +0.20 Psionic / Absorption Spell save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +16% Disease immunity: +16% Mana each turn: +0.04 Equilibrium when hit: +2.50 Mana when firing critical spell: +5.00 Psi when firing a critical mind attack: +2.00 Hate per kill: +3.00 Psi per kill: +3.00 Maximum psi: +26.00 Maximum vim: +40.00 Mindpower: +26 (+4 eff.) Mental crit. chance: +5% Light radius: +3 Global speed: +3% It can be used to inflict 210.75 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 20 turns. 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. Press to compare |
Cloak | elven-silk cloak 'Ivinne' (18 def, 0 armour) elven-silk cloak 'Ivinne' (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +19 Defense: +18 (+3 eff.) Changes stats: +2 Str / +12 Dex / +6 Mag / +6 Wil / +12 Cun Changes resistances: +3% mind / +33% temporal / +30% darkness / +3% fire Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +30.00% Physical save: +42 (+8 eff.) Spell save: +11 (+3 eff.) Mental save: +15 (+2 eff.) Poison immunity: +30% Maximum life: +59.00 Maximum mana: +174.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +6% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Airgrind (9 def, 14 armour) Airgrind (9 def, 14 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +9 (+2 eff.) Fatigue: +7% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning / 12 physical Changes stats: +2 Cun Changes resistances: +18% acid / +3% mind / +9% lightning Changes resistances penetration: +15% mind Changes damage: +9% mind Physical save: +7 (+1 eff.) Mental save: +12 (+2 eff.) A suit of armour made of mail. Press to compare |
Inventory
regeneration infusion of the titan (heal 455 over 5 turns) regeneration infusion of the titan (heal 455 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 455 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the titan (heal 662 over 5 turns) regeneration infusion of the titan (heal 662 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 662 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the psychic (absorb 592 for 3 turns) shielding rune of the psychic (absorb 592 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 592 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
copper amulet 'Morningwake' copper amulet 'Morningwake'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 8 fire Changes stats: +3 Wil Changes resistances: +14% lightning / +3% fire / +9% light Stun/Freeze immunity: +22% Light radius: +3 Amulets can have magical properties. Press to compare |
Armalen the iron battleaxe (24-36 power, 1 apr) Armalen the iron battleaxe (24-36 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 200% Wil Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +12 lightning / +12 acid / +4 blight When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +30 Physical crit. chance: +30.0% Physical power: +10 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +7 Str Changes resistances penetration: +10% physical Changes damage: +12% arcane / +20% physical Critical mult.: +34.00% Disarm immunity: +36% Stamina when hit: +1.26 Maximum mana: +120.00 Spell crit. chance: +3% Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Massive two-handed battleaxes. Press to compare |
Porymissra the iron battleaxe (14.5-21.75 power, 1 apr) Porymissra the iron battleaxe (14.5-21.75 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 200% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +17 insidious poison When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +3% temporal Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +9% temporal Massive two-handed battleaxes. Press to compare |
Whirlwind (10-15 power, 1 apr) Whirlwind (10-15 power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stat: 200% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning This battleaxe moves fluidly, almost gracefully when swung. Press to compare |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 200% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. Press to compare |
Belarek the Cloudblood (38.5-57.75 power, 2 apr) Belarek the Cloudblood (38.5-57.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 200% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 53% chance to corrode armour * 20% chance to disease On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +12 lightning / +20 darkness / +20 blight / +4 acid Damage against: +20% Living When wielded/worn: Accuracy: +32 (+5 eff.) Armour penetration: +64 Physical crit. chance: +77.0% Physical power: +16 (+2 eff.) Defense: +30 (+6 eff.) Changes resistances: +15% mind / +9% lightning Changes resistances penetration: +10% acid / +16% physical / +10% lightning Changes damage: +6% acid / +16% physical Critical mult.: +67.00% Disease immunity: +35% Disarm immunity: +102% Massive two-handed mauls. Press to compare |
Cloudvice (69.5-104.25 power, 4 apr) Cloudvice (69.5-104.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 200% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 48% chance to inflict damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 lightning / +56 temporal / +28 darkness / +42 cold Burst (radius 2) on crit: +12 lightning Damage against: +20% Living When wielded/worn: Accuracy: +40 (+6 eff.) Physical crit. chance: +21.0% Physical power: +81 (+12 eff.) Defense: +21 (+4 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 56 temporal / 24 light / 16 nature Changes stats: +10 Dex / +29 Con Changes resistances: +3% lightning / +56% temporal / +3% light Changes resistances penetration: +61% physical Disarm immunity: +207% Massive two-handed mauls. Press to compare |
iron greatsword 'Scabgrinder' (25.5-40.8 power, 1 apr) iron greatsword 'Scabgrinder' (25.5-40.8 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 200% Wil Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +12 acid / +4 nature Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +19 Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid Changes resistances penetration: +5% nature / +19% cold Massive two-handed swords. Press to compare |
Cystrip the steel greatsword (23.5-37.6 power, 2 apr) Cystrip the steel greatsword (23.5-37.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 200% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 16% chance to inflict damage reduction * 13% chance to disease * 40% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +13 blight / +13 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +5 Str Changes resistances: +12% nature Changes damage: +9% mind / +12% physical Disease immunity: +28% Stamina when hit: +2.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. Press to compare |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 214% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. Press to compare |
iron longsword 'Goretta' (11.5-16.1 power, 2 apr) iron longsword 'Goretta' (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 172% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 insidious poison / +6 acid Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Mag / +2 Wil See invisible: +3 Sharp, long, and deadly. Press to compare |
iron mace 'Cystsnake' (12.5-17.5 power, 2 apr) iron mace 'Cystsnake' (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 172% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 16% chance to disease On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +16 blight / +8 darkness / +8 light Damage against: +8% Living / +8% Undead When wielded/worn: Armour penetration: +9 Physical crit. chance: +21.0% Physical power: +13 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 16 nature / 8 blight Changes stats: +3 Dex Changes resistances penetration: +7% physical Changes damage: +6% physical Maximum encumbrance: +30 Physical save: +30 (+6 eff.) Disease immunity: +15% Life regen: +0.40 Healing mod.: +15% Blunt and deadly. Press to compare |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 172% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. Press to compare |
Yarurab the Oakstalker (11.5-16.1 power, 2 apr) Yarurab the Oakstalker (11.5-16.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 172% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 20 nature Disarm immunity: +46% Light radius: +1 One-handed war axes. Press to compare |
vined mindstar 'Cinderrain' (5-5.5 power, 18 apr, nature damage) vined mindstar 'Cinderrain' (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar calls for a summoner. This natural sand should be returned to the wyrm. This psionic mindstar is wrathful to the hated. This mindstar absorbs psionic energy that needs to be projected. Base power: 5.0 - 5.5 Uses stats: 65% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Burst (radius 1) on hit: +4 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 9 physical / 8 temporal / 8 fire Changes resistances: +13% lightning / +8% physical / +11% fire / +9% cold / +6% temporal Changes resistances penetration: +4% acid / +5% fire / +16% physical / +4% cold Changes damage: +9% acid / +16% physical / +15% fire / +8% cold / +6% temporal Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +0.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. Press to compare |
Salina the Hellsimmortal (9-9.9 power, 24 apr, mind damage) Salina the Hellsimmortal (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 9.0 - 9.9 Uses stats: 70% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +8 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +9% fire Changes resistances penetration: +7% acid / +5% physical / +5% fire / +10% nature / +5% cold Changes damage: +11% acid / +11% fire / +11% physical / +8% cold Life regen: +1.20 Equilibrium when hit: +0.80 Maximum life: +19.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
nature's living mindstar (16.5-18.15 power, 40 apr, nature damage) nature's living mindstar (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +5% nature Disease immunity: +16% 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. Press to compare |
Xanuvea XanuveaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +6 Dex / +4 Mag / +4 Wil / +7 Cun Changes resistances: +3% acid / +7% fire / +7% cold Physical save: +7 (+1 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Mental crit. chance: +6% A belt that goes around your waist. Press to compare |
Smolderscar (8 def, 4 armour) Smolderscar (8 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Wil Changes resistances: +12% blight / +6% fire / +11% nature Changes resistances penetration: +20% fire Changes damage: +3% acid / +18% fire Physical save: +11 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Life regen: +1.30 Mental crit. chance: +5% Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Soleguard (0 def, 5 armour) Soleguard (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+1 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... Press to compare |
Ce'Nyldama the Blindtitan (0 def, 9 armour) Ce'Nyldama the Blindtitan (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 7 cold Changes resistances: +6% cold / +3% darkness / +3% fire Changes damage: +3% darkness / +4% cold Spell save: +3 (+1 eff.) Mental save: +14 (+2 eff.) Silence immunity: +10% Disarm immunity: +5% Maximum life: +89.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
7 agate 7 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. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 ametrine 16 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal 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. |
7 topaz 7 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. |
amethyst 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. |
onyx 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 lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
590 alchemist agate 590 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (189 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 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. |
steel torque of kinetic psionic shield 'Chamizor' [power 23] (13 cooldown) steel torque of kinetic psionic shield 'Chamizor' [power 23] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances penetration: +10% mind Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +5 Telekinetic Blast Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
This item will automatically be transmogrified when you leave the level. yew totem of thorny skin [power 50] (20 cooldown)yew totem of thorny skin [power 50] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Xaniletta the Purerage [power 40] (38 cooldown) Xaniletta the Purerage [power 40] (38 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +12% nature Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +6% nature Talent granted: +1 Ward It can be used to disarm traps (40 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 38 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Zubimithra the elm wand of conjuration [power 163] (17 cooldown) Zubimithra the elm wand of conjuration [power 163] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +2 Wil Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +6% arcane Talent granted: +1 Ward Reduces incoming crit damage: 15.00% It can be used to fire a bolt of a random element (dam 82-163), putting all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
By Mel the Faerie Deceiver level 62
45th Dusk 122nd year of Ascendancy at 07:13 see stats
By Mel the Faerie Deceiver level 55
28th Dusk 122nd year of Ascendancy at 03:46 see stats
By Mel the Faerie Deceiver level 62
30th Dusk 122nd year of Ascendancy at 13:06 see stats
By Mel the Faerie Deceiver level 10
78th Pyre 122nd year of Ascendancy at 23:53 see stats
By Mel the Faerie Deceiver level 20
8th Dusk 122nd year of Ascendancy at 20:02 see stats
By Mel the Faerie Deceiver level 30
10th Dusk 122nd year of Ascendancy at 01:15 see stats
By Mel the Faerie Deceiver level 40
26th Dusk 122nd year of Ascendancy at 22:57 see stats
By Mel the Faerie Deceiver level 50
27th Dusk 122nd year of Ascendancy at 14:36 see stats
By Mel the Faerie Deceiver level 67
2nd Haze 122nd year of Ascendancy at 06:10 see stats
By Mel the Faerie Deceiver level 95
16th Haze 122nd year of Ascendancy at 20:51 see stats
By Mel the Faerie Deceiver level 48
27th Dusk 122nd year of Ascendancy at 08:57 see stats
By Mel the Faerie Deceiver level 109
17th Haze 122nd year of Ascendancy at 19:07 see stats
By Mel the Faerie Deceiver level 44
27th Dusk 122nd year of Ascendancy at 01:28 see stats
By Mel the Faerie Deceiver level 126
19th Haze 122nd year of Ascendancy at 06:22 see stats
By Mel the Faerie Deceiver level 92
16th Haze 122nd year of Ascendancy at 10:25 see stats
By Mel the Faerie Deceiver level 30
20th Dusk 122nd year of Ascendancy at 21:42 see stats
By Mel the Faerie Deceiver level 19
4th Flare 122nd year of Ascendancy at 16:05 see stats
Log
Mel hits Something for 1 mind, 3 fire (4 total damage).
Mel hits Shadow for 0 nature, 0 lightning, 0 light, 0 darkness, , (slow 44%), , 0 acid, , 0 mind, , 0 mind, 0 fire, 0 nature, (slow 11%), , 0 lightning, 0 light, 0 darkness, , (slow 44%), , 0 acid, , 0 mind, (0 total damage).
Mel hits Temporal hound for 3 mind, 10 fire (13 total damage).
Mel hits Shadow for 0 mind, 0 fire (0 total damage).
Mel aims less carefully.
Mel misses Something.
Mel phases back in.
Talent Deadly Strikes is ready to use.
Temporal hound misses Mel.
Temporal hound shrugs off the effect 'Dazed'!
Temporal hound wanders around!.
Your summoned psychic simulacrum (improved) disappears.
Your summoned psychic simulacrum (improved) disappears.
Mel has been tethered!
Mel performs a melee critical strike against Shadow!
Shadow is not dazed anymore.
Shadow slows down.
Shadow resists the mind attack!
Temporal hound resists the mind attack!
Shadow resists the mind attack!
Shadow resists the mind attack!
Shadow resists the terror!
Mel performs a melee critical strike against Shadow!
Shadow resists the mind attack!
Shadow resists the terror!
Mel phases out.
Shadow casts Shadow Flames.
Shadow's spell attains critical power!
Saving game...