












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Playable Naloren Race 1.7.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Adventuring Party 1.7.0Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included ZOmnibus Addon Pack 1.7.0Combines 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: Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Turn 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: :::::::::::::::::::::::::::::::::::: Đ ĐŁĐĄ ::::::::::::::::::::::::::::::::::: ĐпОŃĐ°ĐœĐžĐ” ĐŃĐŸ ĐŒĐŸŃ ŃĐ»ŃŃŃĐ”ĐœĐœĐ°Ń ĐČĐ”ŃŃĐžŃ ĐŸŃĐžĐłĐžĐœĐ°Đ»ŃĐœĐŸĐłĐŸ ĐŒĐŸĐŽĐ°. УбŃĐ°ĐœĐ° ĐżŃĐŸĐČĐ”ŃĐșа ĐČĐ”ŃŃОО ĐșĐ»ĐžĐ”ĐœŃа. ĐĐ°ĐŒĐ”ŃалО ĐșĐŸĐłĐŽĐ°-ĐœĐžĐ±ŃĐŽŃ, ŃŃĐŸ ĐœĐŸĐČŃĐ” ŃŃŃĐŸĐșĐž ĐČ Đ¶ŃŃĐœĐ°Đ»Đ” бОŃĐČŃ ĐœĐ” ĐČŃДгЎа ŃĐŸĐŸŃĐČĐ”ŃŃŃĐČŃŃŃ ĐșĐŸĐœŃŃ ŃĐČĐŸĐ”ĐłĐŸ Ń ĐŸĐŽĐ°? ĐŃĐŸŃ ĐŒĐŸĐŽ ĐżĐŸĐŒĐ”ŃĐ°Đ”Ń "------" ĐŒĐ”Đ¶ĐŽŃ ŃŃŃĐŸĐșĐ°ĐŒĐž Ń ĐŸĐŽĐ°, ŃŃĐŸ Đ±Ń ĐŒĐŸĐ¶ĐœĐŸ бŃĐ»ĐŸ лДгŃĐ” ĐČОзŃалŃĐœĐŸ ĐŸŃЎДлОŃŃ ĐŒĐžĐœŃĐČŃŃŃ ĐŸŃĐ”ŃĐ”ĐŽŃ ĐŽĐ”ĐčŃŃĐČĐžĐč. ĐĐŸĐŽ ĐżĐŸ ĐżŃĐ”Đ¶ĐœĐ”ĐŒŃ ĐŽĐŸĐ±Đ°ĐČĐ»ŃĐ”Ń ŃазЎДлОŃĐ”Đ»Ń ĐŒĐ”Đ¶ĐŽŃ ĐžĐłŃĐŸĐČŃĐŒĐž Ń ĐŸĐŽĐ°ĐŒĐž ĐŽĐ»Ń Đ±ĐŸĐ»ŃŃĐ”Đč ĐœĐ°ĐłĐ»ŃĐŽĐœĐŸŃŃĐž. ĐŁŃŃĐ°ĐœĐŸĐČĐșа: ĐŁĐŽĐ°Đ»Đ”ĐœĐžĐ”: ОлО ĐČ ĐžĐłŃĐ”: Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Grove Keeper 1.7.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 22 / 15% |
Size | medium |
Lifes / Deaths | Killed by Velewen the master vampire at level 11 on the 38th Dusk 122nd year of Ascendancy at 23:19 0 / 6Killed by Xathra the elven guard at level 13 on the 31st Haze 122nd year of Ascendancy at 12:16 Killed by Poltergeist Eclipse at level 17 on the 77th Regrowth 123rd year of Ascendancy at 12:12 Killed by Animated harpstrung yew longbow at level 17 on the 77th Regrowth 123rd year of Ascendancy at 19:11 Killed by skeleton warrior at level 17 on the 78th Regrowth 123rd year of Ascendancy at 13:58 Killed by orc grand master assassin at level 22 on the 34th Pyre 123rd year of Ascendancy at 13:23 |
Primary Stats
Strength | 41 (base 31) |
Dexterity | 21 (base 11) |
Constitution | 17 (base 11) |
Magic | 8 (base 10) |
Willpower | 74 (base 47) |
Cunning | 43 (base 25) |
Resources
Life | -70/760 |
Equilibrium | 32 |
Healing Factor | 1.4729415192739 |
Regeneration | 18.690145910646 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 58 |
Accuracy | 42 |
Crit Chance | 19% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 42 |
Crit Chance | 18% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Mind | +24% |
Acid | +20% |
Light | +15% |
Nature | +45% |
Cold | +12% |
Physical | +17% |
Fire | +14% |
All | +9% |
Defense: Base
Armour (hardiness) | 19.981874174049 (50.65183292883%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 27 |
Mental Save | 43 |
Defense: Resistances
Nature | + 70%( 70%) |
Acid | + 32%( 70%) |
Light | + 18%( 70%) |
Cold | + 18%( 70%) |
Blight | + 28%( 70%) |
Mind | + 26%( 70%) |
Fire | + 22%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 24% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 626% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dragon's Breath | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ice Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Draconic Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom Wyrm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Acid Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Draconic Body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/24 |
| 0/55 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by Adawen. Escort: lost tinker (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of luminous horror dust. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. | active |
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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() pair of hardened leather boots 'Glimmerransom' (7 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +7(-) Dex dps ---------- Dmg.mod +6%(-) light +3%(-) nature +15%(-) mind ----- def ----- Armour +3 (-) Defense +7 (+4 eff.) (-) Resists +15%(-) mind +6%(-) light A pair of boots made of leather. |
Around waist | ![]() noble's rough leather belt 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3(-) Cun +3(-) Wil dps ---------- Against +17% (-)Summoned ----- def ----- D.Red.from +17% (-)Summoned A belt that goes around your waist. |
Light source | ![]() survivor's brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) (-) Max.HP +43.00 (-) Heal.mod +11% (-) ---------- misc Light +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 | ![]() Winterborn (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11%(-) nature +3%(-) cold ----- def ----- Defense +1 (+1 eff.) (-) Resists +25%(-) nature +6%(-) cold A pointy cloth hat, very wizardly... |
On hands | ![]() Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2(-) Cun +3(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) fire ----- def ----- Armour +2 (-) Resists +10%(-) fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 (-) Crit +1.0% (-) Atk.spd 100% (-) Melee+ +10(-) fire Dmg.conv 100%(-) fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 77.19 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() ash totem of healing [power 176] (15 cooldown) 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4(-) Str +4(-) Wil dps ---------- Dmg.mod +8%(-) nature +8%(-) physical ----- def ----- Resists +10%(-) nature Phys.save +8 (+4 eff.) (-) HP.reg +3.00 (-) Heal.mod +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
On fingers | ![]() warrior's steel ring of corrosion (+22%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3(-1) Str +0(-4) Wil dps ---------- Dmg.mod +11% acid +0%(-8%) physical +0%(-8%) nature ----- def ----- Armour +6 Resists +22% acid +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() steel amulet of willpower (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3(-) Wil Amulets make your neck look great! |
In main hand | ![]() creative pulsing mindstar of balance (12-14 power, 32 apr, nature damage) 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 (-) Crit +4.5% (-) Atk.spd 100% (-) While equipped: Stats +3(-) Cun dps ---------- Mind.crit +4% (-) Crit.mult +9.00% (-) Mind.pwr +8 (+3 eff.) (-) ----- def ----- Phys.save +3 (+1 eff.) (-) Spell.save +4 (+2 eff.) (-) Mind.save +5 (+2 eff.) (-) ---------- misc Equi/ret +0.80 (-) Talents +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
Socketed Gems | ![]() amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +5.0% (-) Spell.crit +5% (-) Mind.crit +5% (-) Dmg.mod +9%(-) all Item imbue powers: Phys.crit +4.0% (-) Spell.crit +4% (-) Mind.crit +4% (-) Dmg.mod +8%(-) all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
In off hand | ![]() nature's thorny mindstar of balance (9-10 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9(-3.5 - -3.9) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 (-8) Crit +3.5% (-1.0%) Atk.spd 100% (-) While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +3% (-1%) Crit.mult +0.00% (-9.00%) Mind.pwr +6 (+2 eff.) (-2 (-1 eff.)) Dmg.mod +4% nature ----- def ----- Resists +6% blight Phys.save +4 (+2 eff.) (+1 (+1 eff.)) Spell.save +2 (+1 eff.) (-2 (-1 eff.)) Mind.save +4 (+2 eff.) (-1 (+0 eff.)) Disease- +12% ---------- misc Equi/ret +0.80 (-) Talents +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
Cloak | ![]() regal linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1(-) Str +3(-) Wil +1(-) Con ----- def ----- Defense +1 (+1 eff.) (-) Mind.save +6 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() verdant cashmere robe of life (0 def, 0 armour) 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4(-) Con dps ---------- Dmg.mod +10%(-) nature ----- def ----- Resists +8%(-) blight +11%(-) all Max.HP +49.00 (-) HP.reg +3.00 (-) Heal.mod +10% (-) Poison- +24% (-) Disease- +22% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() healing infusion of the duelist (heal 82; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd 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 7 turns. While Heroism is active, you will only die when reaching -188 life. The duration and life will increase by 1% for every 1% life you have lost (currently 394 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion (speed 413%; cd 11) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 413% 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. 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 656%; cd 17) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 656% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 25 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 111 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 127 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 410 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 187 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 tome scroll [Plot Item] Arcane 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 0.1 T1 amulet jewelry [Unique] Psionic While equipped: Stats +0(-3) Wil dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() grounding copper amulet of strength (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str +0(-3) Wil ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() Voraba the copper ring 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1(-3) Str +0(-4) Wil dps ---------- Dmg.mod +10% lightning +0%(-8%) physical +0%(-8%) nature ----- def ----- Resists +20% lightning +0%(-10%) nature +3% acid Phys.save +0 (+0 eff.) (-8 (-4 eff.)) Spell.save +6 (+3 eff.) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) ---------- misc See.Invis +3 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring of darkness (+24%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +0(-4) Str +0(-4) Wil dps ---------- Dmg.mod +0%(-8%) physical +12% darkness +0%(-8%) nature ----- def ----- Resists +24% darkness +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring of the mind (+10%) 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +0(-4) Str +0(-4) Wil dps ---------- Dmg.mod +0%(-8%) physical +10% mind +0%(-8%) nature ----- def ----- Resists +10% mind +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() wizard's copper ring of light (+20%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +0(-4) Str +2 Mag +0(-4) Wil dps ---------- Dmg.mod +0%(-8%) physical +10% light +0%(-8%) nature ----- def ----- Resists +20% light +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) Spell.save +4 (+2 eff.) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Nightsong 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +0(-4) Str +0(-4) Wil +6 Cun dps ---------- Dmg.mod +0%(-8%) physical +10% darkness +0%(-8%) nature ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Resists +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) Mind.save +13 (+4 eff.) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
![]() conjurer's gold ring of luminosity 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +0(-4) Str +7 Mag +5(+1) Wil dps ---------- Spell.pwr +7 (+7 eff.) Melee+ 13 light Ranged+ 20 light Dmg.mod +0%(-8%) physical +12% light +0%(-8%) nature ----- def ----- Resists +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() slime-covered dwarven-steel battleaxe (30-45 power, 2 apr) 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt Power 30.0 - 45.0(+17.5 - +31.2) Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 (-30) Crit +6.5% (+2.0%) Atk.spd 100% (-) On Hit: * 9% chance to slow global speed by 62% While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() elemental dwarven-steel greatsword (36-57 power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Power 35.5 - 56.8(+23.0 - +43.1) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 (-30) Crit +3.5% (-1.0%) Atk.spd 100% (-) On Hit: + Create an explosion dealing 15 cold damage (1/turn) While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) Dmg.mod +13% cold Res.pen +7% cold ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Massive two-handed swords. Tap to cycle through comparison choices |
![]() deep-steel trident of erosion (25-40 power, 10 apr) 3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Nature Power 25.0 - 40.0(+12.5 - +26.2) Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 (-22) Crit +2.5% (-2.0%) Atk.spd 100% (-) Melee+ +10 nature While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Tap to cycle through comparison choices |
![]() warbringer's steel mace of massacre (18-26 power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Ego+] Master Power 18.5 - 25.9(+6.0 - +12.1) Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 (-29) Crit +1.0% (-3.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Cun +2 Con dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Phys.pwr +6 (+2 eff.) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) Res.pen +5% physical ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Disarm- +12% ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Blunt and deadly. Tap to cycle through comparison choices |
![]() balanced dwarven-steel mace of vileness (28-39 power, 4 apr) 3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 28.0 - 39.2(+15.5 - +25.4) Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 (-28) Crit +1.5% (-3.0%) Atk.spd 100% (-) Melee+ +5 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) Acc +7 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Disarm- +29% ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Blunt and deadly. Tap to cycle through comparison choices |
![]() Frigidknight the dwarven-steel waraxe (26-37 power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 26.5 - 37.1(+14.0 - +23.3) Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 (-28) Crit +4.5% (-) Atk.spd 100% (-) Melee+ +20 cold +12 fire On Crit.r2 +8 mind +8 cold While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) Res.pen +25% cold ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar One-handed war axes. Tap to cycle through comparison choices |
![]() dwarven-steel waraxe (18-24 power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 17.5 - 24.5(+5.0 - +10.7) Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 (-28) Crit +4.5% (-) Atk.spd 100% (-) While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar One-handed war axes. Tap to cycle through comparison choices |
![]() dwarven-steel waraxe (23-32 power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 23.0 - 32.2(+10.5 - +18.4) Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 (-28) Crit +4.5% (-) Atk.spd 100% (-) While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar One-handed war axes. Tap to cycle through comparison choices |
![]() balanced stralite waraxe of amnesia (31-43 power, 5 apr) 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master/Psionic Power 31.0 - 43.4(+18.5 - +29.6) Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 (-27) Crit +6.5% (+2.0%) Atk.spd 100% (-) On Hit: + 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) Acc +10 (+7 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Disarm- +20% ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar One-handed war axes. Tap to cycle through comparison choices |
![]() plaguebringer's steel dagger (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 12.5 - 16.2(+0.0 - +2.5) Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 (-26) Crit +5.0% (+0.5%) Atk.spd 100% (-) Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Disease- +10% ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Sharp, short and deadly. Tap to cycle through comparison choices |
![]() Falcon's Eye (7-8 power, 15 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature/Psionic Power 7.0 - 7.7(-5.5 - -6.1) Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 (-17) Crit +7.0% (+2.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +4% (-) Crit.mult +0.00% (-9.00%) Mind.pwr +4 (+1 eff.) (-4 (-2 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Light +1 Infravis +1 Sight +1 Talents +0(+-1) Attune Mindstar Earth's Eyes: Level 1.2 Pwr.cost 15 out of 18/18. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. Tap to cycle through comparison choices |
![]() Serpent's Glare (7-8 power, 15 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Power 7.0 - 7.7(-5.5 - -6.1) Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 (-17) Crit +7.0% (+2.5%) Atk.spd 100% (-) Dmg.conv 30% poison While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +2% (-2%) Crit.mult +0.00% (-9.00%) Mind.pwr +4 (+1 eff.) (-4 (-2 eff.)) Dmg.mod +10% nature ----- def ----- Resists +10% nature Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Poison- +50% ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Masteries +0.20 Wild-curse/Snake aspect Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 198.37 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
![]() mossy mindstar of disruption (3-3 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego+] Nature/Disrupt Power 3.0 - 3.3(-9.5 - -10.5) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-20) Crit +2.5% (-2.0%) Atk.spd 100% (-) Against +5% Unnatural On Hit: + Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +1% (-3%) Crit.mult +0.00% (-9.00%) Mind.pwr +2 (+1 eff.) (-6 (-2 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
![]() Elibeth the vined mindstar (6-6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 5.5 - 6.1(-7.0 - -7.7) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 (-14) Crit +3.0% (-1.5%) Atk.spd 100% (-) Melee+ +8 acid While equipped: Stats +3(-) Cun dps ---------- Mind.crit +2% (-2%) Crit.mult +6.00% (-3.00%) Mind.pwr +4 (+1 eff.) (-4 (-2 eff.)) Res.pen +15% acid ----- def ----- Resists +12% cold Phys.save +6 (+3 eff.) (+3 (+2 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.00 (-0.80) Talents +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
![]() Poltergeist's Bloomsoul (8-9 power, 13 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 8.0 - 8.8(-4.5 - -5.0) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 (-19) Crit +7.0% (+2.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Cun dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +6% (+2%) Crit.mult +0.00% (-9.00%) Mind.pwr +8 (+3 eff.) (-) Dmg.mod +4% all ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) HP.reg +2.00 Heal.mod +20% ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Masteries +0.30 Wild-gift/Fungus +0.20 Wild-gift/Botany Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 44 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. Tap to cycle through comparison choices |
![]() manaburning thorny mindstar of life (9-10 power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Disrupt Power 9.0 - 9.9(-3.5 - -3.9) Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 (-8) Crit +3.5% (-1.0%) Atk.spd 100% (-) On Hit: * 12 arcane resource burn While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +3% (-1%) Crit.mult +0.00% (-9.00%) Mind.pwr +6 (+2 eff.) (-2 (-1 eff.)) ----- def ----- Resists +5% arcane Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Max.HP +24.00 HP.reg +0.80 ---------- misc Equi/ret +0.00 (-0.80) Talents +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
[vs. creative pulsing mindstar of balance (12-14 power, 32 apr, nature damage) (In main hand, 1 of 4)] dwarven-steel ritual blade (12-16 power, 7 apr)dwarven-steel ritual blade (12-16 power, 7 apr) 1.0 T3 ritual blade 1H weapon Reqs Mag 20 Dex 20 [Normal] Power 12.5 - 16.2(+0.0 - +2.5) Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +7 (-25) Crit +6.0% (+1.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Cun dps ---------- Spell.crit +6% Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. creative pulsing mindstar of balance (12-14 power, 32 apr, nature damage) (In main hand, 1 of 4)] beasthide leather whip of amnesia (32-35 power, 3 apr)beasthide leather whip of amnesia (32-35 power, 3 apr) 3.0 T4 whip 1H weapon Reqs Dex 35 [Ego+] Psionic Power 32.0 - 35.2(+19.5 - +21.5) Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 (-29) Crit +9.0% (+4.5%) Atk.spd 125% (+25%) On Hit: + 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +0(-3) Cun dps ---------- Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar Sharp, long and deadly. Tap to cycle through comparison choices |
![]() Surefire 4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Apr +0 (-32) Crit +0.0% (-4.5%) Atk.spd 105% (+5%) Range +9 While equipped: Stats +3 Dex +0(-3) Cun dps ---------- Phys.crit +5.0% Mind.crit +0% (-4%) Crit.mult +0.00% (-9.00%) Mind.pwr +0 (+0 eff.) (-8 (-3 eff.)) Dmg.mod +5% physical Acc +12 (+8 eff.) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-4 (-2 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc Equi/ret +0.00 (-0.80) Talents +0(+-1) Attune Mindstar This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +11 blight On Hit: * 15% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
![]() Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +2 Dex +3 Cun +0(-4) Con dps ---------- Dmg.mod +0%(-10%) nature ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning +0%(-8%) blight +0%(-11%) all Max.HP +0.00 (-49.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-10%) Poison- +50% (+26%) Disease- +0% (-22%) Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 66.75 to 200.25 lightning damage (133.50 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() cured leather armour of the deep (6 def, 6 armour) 9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: Stats +0(-4) Con dps ---------- Dmg.mod +0%(-10%) nature ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +7% acid +7% cold +0%(-8%) blight +0%(-11%) all Max.HP +0.00 (-49.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-10%) Poison- +0% (-24%) Disease- +0% (-22%) ---------- misc Breathe water A suit of armour made of leather. |
![]() rejuvenating cured leather armour (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Ego] Nature While equipped: Stats +0(-4) Con dps ---------- Dmg.mod +0%(-10%) nature ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +0%(-8%) blight +0%(-11%) all Max.HP +0.00 (-49.00) HP.reg +3.20 (+0.20) Heal.mod +0% (-10%) Poison- +0% (-24%) Disease- +0% (-22%) ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() radiant hardened leather armour (9 def, 6 armour) 9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: Stats +0(-4) Con +2 Wil dps ---------- Dmg.mod +0%(-10%) nature ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13%(+5%) blight +18% darkness +0%(-11%) all Max.HP +0.00 (-49.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-10%) Poison- +0% (-24%) Disease- +0% (-22%) ---------- misc Light +2 A suit of armour made of leather. |
![]() rejuvenating dwarven-steel mail armour (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature While equipped: Stats +0(-4) Con dps ---------- Dmg.mod +0%(-10%) nature ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +0%(-8%) blight +0%(-11%) all Max.HP +0.00 (-49.00) HP.reg +3.20 (+0.20) Heal.mod +0% (-10%) Poison- +0% (-24%) Disease- +0% (-22%) ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
![]() enlightening dwarven-steel plate armour of spell shielding (0 def, 11 armour) 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +3 Cun +0(-4) Con dps ---------- Dmg.mod +0%(-10%) nature ----- def ----- Armour +11 Fatigue +22% Resists +0%(-8%) blight +7% arcane +0%(-11%) all Spell.save +13 (+6 eff.) Mind.save +19 (+6 eff.) Max.HP +0.00 (-49.00) HP.reg +0.00 (-3.00) Heal.mod +0% (-10%) Poison- +0% (-24%) Disease- +0% (-22%) A suit of armour made of metal plates. |
![]() Eclipsereeve 1.0 T3 belt armor [Rare] Master While equipped: Stats +0(-3) Cun +0(-3) Wil dps ---------- Res.pen +15% temporal +25% darkness +10% light Against +0% (-17% )Summoned Melee Ret 8 darkness ----- def ----- Resists +10% fire +15% light +9% cold D.Red.from +0% (-17% )Summoned A belt that goes around your waist. |
![]() insulating hardened leather belt of life 1.0 T3 belt armor [Ego] Nature/Master While equipped: Stats +0(-3) Cun +0(-3) Wil dps ---------- Against +0% (-17% )Summoned ----- def ----- Resists +8% fire +5% cold D.Red.from +0% (-17% )Summoned HP.reg +1.70 Heal.mod +11% A belt that goes around your waist. |
![]() Kikor the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2(+1) Str +2 Dex +5 Mag +0(-3) Wil +5 Cun +4(+3) Con dps ---------- Spell.crit +5% Crit.mult +16.00% Spell.pwr +5 (+5 eff.) Dmg.mod +8% arcane Res.pen +8% arcane ----- def ----- Defense +2 (+1 eff.) (+1 (+0 eff.)) Mind.save +0 (+0 eff.) (-6 (-2 eff.)) ---------- misc Max.mana +32.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak 'Hathodor' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +0(-1) Str +4 Mag +4(+1) Wil +1 Cun +0(-1) Con dps ---------- Spell.crit +6% Mind.crit +3% Dmg.mod +9% mind Melee Ret 2 temporal ----- def ----- Defense +2 (+1 eff.) (+1 (+0 eff.)) Resists +5% arcane Mind.save +0 (+0 eff.) (-6 (-2 eff.)) ---------- misc Hate/m.crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() dreamer's pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +0(-7) Dex +3 Wil +2 Cun dps ---------- Dmg.mod +0%(-6%) light +0%(-3%) nature +0%(-15%) mind ----- def ----- Armour +3 (-) Defense +0 (+0 eff.) (-7 (-4 eff.)) Resists +0%(-15%) mind +0%(-6%) light Phys.save +10 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
![]() Chalodugen the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +0(-7) Dex dps ---------- Dmg.mod +12% acid +0%(-6%) light +0%(-3%) nature +0%(-15%) mind ----- def ----- Armour +4 (+1) Defense +0 (+0 eff.) (-7 (-4 eff.)) Fatigue +3% Resists +6% acid +0%(-6%) light +9% blight +8% fire +0%(-15%) mind +7% cold HP.reg +2.00 Heal.mod +11% ---------- misc Stam/turn +0.60 Max.stam +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Isedhewen the hardened leather gloves (10 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Dex +0(-3) Wil +9(+7) Cun dps ---------- Phys.crit +5.0% Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Dmg.mod +0%(-5%) fire Acc +23 (+13 eff.) ----- def ----- Armour +2 (-) Defense +10 (+5 eff.) Resists +8% darkness +0%(-10%) fire ---------- misc Infravis +2 Unarmed combat: Power 18.5 - 20.4(+12.5 - +13.8) Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 (-4) Crit +9.0% (+8.0%) Atk.spd 100% (-) Melee+ +15 darkness +0(-10) fire Dmg.conv 0%(-100%) fire On Hit: 30% Flamespit 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt While equipped: Stats +0(-2) Cun +0(-3) Wil dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Dmg.mod +0%(-5%) fire Acc +4 (+4 eff.) Apr +9 On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 (-) Resists +7% blight +0%(-10%) fire Spell.save +19 (+9 eff.) Unarmed combat: Power 16.0 - 17.6(+10.0 - +11.0) Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +10 (+3) Crit +3.0% (+2.0%) Atk.spd 100% (-) Melee+ +0(-10) fire Dmg.conv 0%(-100%) fire On Hit: 30% Flamespit 3 On Hit: * 13% chance to reduce armor by 13% * 18 arcane resource burn * 10% chance to slow global speed by 62% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() grounding cashmere wizard hat of corrosion (+7%) (2 def, 0 armour) 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid +0%(-3%) cold +0%(-11%) nature ----- def ----- Defense +2 (+1 eff.) (+1 (+0 eff.)) Resists +7% lightning +5% temporal +0%(-6%) cold +0%(-25%) nature +16% acid A pointy cloth hat, very wizardly... |
![]() cleansing hardened leather cap of the depths (0 def, 3 armour) 2.0 T3 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +0%(-11%) nature +0%(-3%) cold ----- def ----- Armour +3 Defense +0 (+0 eff.) (-1 (-1 eff.)) Fatigue +3% Resists +8% blight +10%(+4%) cold +11%(-14%) nature ---------- misc Breathe water A cap made of leather. |
![]() hardened leather cap 'Brodutir' (10 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +5 Dex dps ---------- Phys.crit +2.0% Dmg.mod +0%(-11%) nature +0%(-3%) cold Acc +10 (+7 eff.) Apr +1 ----- def ----- Armour +3 Defense +10 (+5 eff.) (+9 (+4 eff.)) Fatigue +3% Resists +0%(-25%) nature +0%(-6%) cold Phys.save +6 (+3 eff.) Die.at -80.00 life A cap made of leather. |
![]() Jetwaker the iron helm (0 def, 7 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Dmg.mod +3% physical +3% darkness +3% fire +0%(-11%) nature +0%(-3%) cold Apr +4 ----- def ----- Armour +7 Defense +0 (+0 eff.) (-1 (-1 eff.)) Fatigue +5% Resists +0%(-25%) nature +0%(-6%) cold Phys.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 5 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 3 spinel 0.0 T1 green gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% (-4.0%) Spell.crit +1% (-4%) Mind.crit +1% (-4%) Dmg.mod +2%(-7%) all Item imbue powers: Phys.crit +1.0% (-3.0%) Spell.crit +1% (-3%) Mind.crit +1% (-3%) Dmg.mod +2%(-6%) all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 3 citrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Light +4 Infravis +4 Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() zircon 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Armour +1 Resists +1% all Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() aquamarine 0.0 T2 blue gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Armour +2 Resists +2% all Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3 topaz 0.0 T2 blue gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% (-3.0%) Spell.crit +2% (-3%) Mind.crit +2% (-3%) Dmg.mod +4%(-5%) all Item imbue powers: Phys.crit +2.0% (-2.0%) Spell.crit +2% (-2%) Mind.crit +2% (-2%) Dmg.mod +4%(-4%) all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3 emerald 0.0 T3 green gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Armour +3 Resists +3% all Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 3 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% (-2.0%) Spell.crit +3% (-2%) Mind.crit +3% (-2%) Dmg.mod +6%(-3%) all Item imbue powers: Phys.crit +3.0% (-1.0%) Spell.crit +3% (-1%) Mind.crit +3% (-1%) Dmg.mod +6%(-2%) all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() sapphire 0.0 T4 blue gem [Normal] While equipped: Phys.crit +0.0% (-5.0%) Spell.crit +0% (-5%) Mind.crit +0% (-5%) Dmg.mod +0%(-9%) all Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Phys.crit +0.0% (-4.0%) Spell.crit +0% (-4%) Mind.crit +0% (-4%) Dmg.mod +0%(-8%) all Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Phys.save +0 (+0 eff.) (-6 (-3 eff.)) Max.HP +0.00 (-43.00) Heal.mod +10% (-1%) ---------- misc Light +5 (+2) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() iron pickaxe of endurance (dig speed 39 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() extending stralite torque of gale force [power 280] (15 cooldown) 2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 10 spaces and dealing 328 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() powerful yew wand of shielding [power 260] (20 cooldown) 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() It Which Writhes 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Adawen the Thalore Wyrmic level 15
22nd Regrowth 123rd year of Ascendancy at 17:36 see stats
By Adawen the Thalore Wyrmic level 19
12nd Pyre 123rd year of Ascendancy at 05:47 see stats
By Adawen the Thalore Wyrmic level 10
26th Dusk 122nd year of Ascendancy at 15:56 see stats
By Adawen the Thalore Wyrmic level 20
14th Pyre 123rd year of Ascendancy at 08:31 see stats
By Adawen the Thalore Wyrmic level 8
19th Dusk 122nd year of Ascendancy at 03:48 see stats
By Adawen the Thalore Wyrmic level 13
47th Haze 122nd year of Ascendancy at 07:43 see stats
Log
Adawen is stunned!
Skeleton warrior hits Adawen for 176 physical damage.
--------------------------------
Skeleton warrior shrugs off Adawen's 'Deadly Venom'!
Adawen hits Skeleton warrior for 56 nature, 56 nature (112 total damage).
Thorn Grab from Adawen hits Skeleton warrior for 16 nature damage.
Skeleton warrior hits Adawen for 147 physical damage.
Talent Claw Sweep is ready to use.
Talent Elemental Spray is ready to use.
Talent Elemental Vortex is ready to use.
--------------------------------
Adawen misses Skeleton warrior.
Adawen hits Skeleton warrior for 65 nature damage.
Thorn Grab from Adawen hits Skeleton warrior for 19 nature damage.
Something performs a melee critical strike against Adawen!
Adawen is recovering from the damage!
Adawen is poisoned!
Something performs a melee critical strike against Adawen!
Orc grand master assassin aims carefully.
Something hits Adawen for 181 physical, 4 mind, 100 physical (285 total damage).
Orc grand master assassin uses Infusion: Wild.
Orc grand master assassin lessens the pain.
Skeleton warrior hits Adawen for 100 physical damage.
Orc grand master assassin performs a melee critical strike against Adawen!
Orc grand master assassin roars triumphantly.
Orc grand master assassin performs a melee critical strike against Adawen!
Orc grand master assassin hits Adawen for 158 physical damage.
Adawen the level 22 thalore wyrmic was swiped to death by an orc grand master assassin on level 5 of Dreadfell.