Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.2.0Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Mindslayer |
| Level / Exp | 21 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 23rd Regrowth 123rd year of Ascendancy at 14:30 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 29 (base 11) |
| Dexterity | 40 (base 10) |
| Constitution | 37 (base 12) |
| Magic | 20 (base 10) |
| Willpower | 86 (base 50) |
| Cunning | 74 (base 42) |
Resources
| Life | -12/488 |
| Psi | 114/171 |
| Equilibrium | 28 |
| Healing Factor | 1.63 |
| Regeneration | 76.2351 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +89.30768307989% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 49 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56.00593601999 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 23.75 |
| Ranged Defense | 30.75 |
| Fatigue | 11 |
| Physical Save | 31.05 |
| Spell Save | 33.05 |
| Mental Save | 58.333333333333 |
Defense: Resistances
| All | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 35% |
| Disarm Resistance | 20% |
| Stun Resistance | 47% |
| Poison Resistance | 20% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Skate |
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Kinetic Aura |
| talent | Kinetic Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | 21% chance to fully absorb any damaging actions. Leaves Cover |
| detrimental effect | The target is in the center of a lightning hurricane, doing 28.94 to 86.82 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | A flow of life spins around the target, regenerating 33.32 life per turn. Regeneration |
| beneficial effect | You gain 20% resistance against lightning. Resolve |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 58. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 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 | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] onyxonyx 0.00 Encumbrance. Type: gem / black ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
| On hands | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Poison immunity: +20% Equilibrium when hit: +0.00 (-0.50) Mindpower: +2 (-4) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) These gloves are coated with a thick, green liquid. Tap to cycle through comparison choices |
| Light source | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] bright brass lantern of the zealotbright brass lantern of the zealot Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +3% all Physical save: +0 (-4) Spell save: +6 (+3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Light radius: +4 Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) 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. Tap to cycle through comparison choices |
| On head | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Smolderjeer the hardened leather cap (0 def, 3 armour)Smolderjeer the hardened leather cap (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +15% mind Changes damage: +9% fire Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +16 (+13) Confusion immunity: +25% Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) A cap made of leather. Tap to cycle through comparison choices |
| On feet | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Light radius: +1 Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) A pair of leather boots. Cold to the touch, they radiate a cold blue light. Tap to cycle through comparison choices |
| Tool | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +5 Wil Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +10 (+7) Sleep immunity: +100% Equilibrium when hit: +0.00 (-0.50) Mindpower: +5 (-1) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Tap to cycle through comparison choices |
| On fingers | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| On fingers | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] rogue's copper ring of tenacityrogue's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +6 Changes stats: +3 Cun Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +21% Equilibrium when hit: +0.00 (-0.50) Maximum life: +20.00 Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Radhomnir the gold amuletRadhomnir the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to disease Changes stats: +5 Dex / +2 Wil / +5 Cun / +6 Con Grants telepathy: Dragon Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Life regen: +0.90 Stamina each turn: +0.60 Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Movement speed: +10% Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) Amulets can have magical properties. Tap to cycle through comparison choices |
| In main hand | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage)blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 75% Wil, 37% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +46 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Physical save: +4 (-) Spell save: +3 (-) Mental save: +3 (-) Equilibrium when hit: +0.50 (-) Mindpower: +6 (-) Mental crit. chance: +3% (-) Healing mod.: +10% (-) Heals friendly targets nearby when you use a nature summon: +8 (-) 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 |
| Around waist | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Scorpionbright the hardened leather beltScorpionbright the hardened leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +14% acid / +3% nature / +6% blight Changes resistances penetration: +5% acid Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) A belt that goes around your waist. Tap to cycle through comparison choices |
| In off hand | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] blooming thorny mindstar of clarity (9-9.9 power, 46 apr, mind damage)blooming thorny mindstar of clarity (9-9.9 power, 46 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9(+0.5 - +0.5) Uses stats: 75% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +46 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +3 (-) Equilibrium when hit: +0.00 (-0.50) Maximum psi: +15.00 Mindpower: +6 (-) Mental crit. chance: +3% (-) Healing mod.: +18% (+8%) Heals friendly targets nearby when you use a nature summon: +14 (+6) 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 | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] linen cloak of Eldoral (1 def, 0 armour)linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +1 Changes stats: +2 Cun / +1 Dex Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
| Main armor | [vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Ragaroddantir the Dourbolt (9 def, 8 armour)Ragaroddantir the Dourbolt (9 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +8 Defense: +9 Ranged Defense: +14 Fatigue: +8% Changes stats: +5 Dex Changes damage: +3% darkness Physical save: +9 (+5) Spell save: +0 (-3) Mental save: +6 (+3) Pinning immunity: +15% Life regen: +12.30 Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Movement speed: +20% Healing mod.: +35% (+25%) Heals friendly targets nearby when you use a nature summon: +0 (-8) A suit of armour made of leather. Tap to cycle through comparison choices |
Inventory
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] heroism infusion of the duelist (+10 for 8 turns, die at -345)heroism infusion of the duelist (+10 for 8 turns, die at -345) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 8 turns. While Heroism is active, you will only die when reaching -345 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] movement infusion of the wizard (402% speed; 5 turns)movement infusion of the wizard (402% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 402% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] wild infusion of the duelist (resist 16%; cure magical)wild infusion of the duelist (resist 16%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] wild infusion of the psychic (resist 22%; cure physical)wild infusion of the psychic (resist 22%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 22% for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Rune of the Rift (494.00 temporal damage, removed from time 4 turns)Rune of the Rift (494.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 494.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Life regen: +0.20 Equilibrium when hit: +0.00 (-0.50) Mindpower: +5 (-1) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 283 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] starlit copper amuletstarlit copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +10% light / +10% darkness Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Blindness immunity: +20% Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] starlit steel amulet of healingstarlit steel amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +11% light / +13% darkness Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Blindness immunity: +25% Cut immunity: +50% Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +12% (+2%) Heals friendly targets nearby when you use a nature summon: +0 (-8) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 350 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] chilling steel mace of projection (12-16.8 power, 3 apr)This item will automatically be transmogrified when you leave the level. chilling steel mace of projection (12-16.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8(+3.5 - +7.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-43) Physical crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Damage (Melee): +7 mind / +5 cold When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Rainobsidian the hardened leather gloves (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. Rainobsidian the hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Accuracy: +5 Armour: +2 Changes resistances: +3% nature Changes resistances penetration: +20% nature Physical save: +6 (+2) Spell save: +0 (-3) Mental save: +7 (+4) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Crown of Command (3 def, 6 armour)Crown of Command (3 def, 6 armour) Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +5 (-1) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] rough leather cap of constitution (+2) (0 def, 1 armour)rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) A cap made of leather. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] prismatic steel plate armour (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. prismatic steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +12% light / +14% darkness Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 3 agate3 agate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 133 alchemist agate133 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] onyxonyx 0.00 Encumbrance. Type: gem / black ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 6 aquamarine6 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +2 Changes resistances: +2% all Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] lapis lazulilapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +6 Physical save: +6 (+2) Spell save: +6 (+3) Mental save: +6 (+3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 2 opal2 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 7 topaz7 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +4 Physical save: +4 (-) Spell save: +4 (+1) Mental save: +4 (+1) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Emanne the iron pickaxe (dig speed 20 turns)Emanne the iron pickaxe (dig speed 20 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +1 Str Changes resistances: +15% lightning / +6% fire / +6% darkness Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 3 emerald3 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +3 Changes resistances: +3% all Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 6 spinel6 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +2 Physical save: +2 (-2) Spell save: +2 (-1) Mental save: +2 (-1) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] brass lantern 'Bethothra'brass lantern 'Bethothra' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Effects on melee hit: * 10% chance to disease Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Stun/Freeze immunity: +20% Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Light radius: +4 Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) 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. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Maximum life: +42.00 Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Light radius: +4 Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) 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. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 3 garnet3 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Spell crit. chance: +3% Mindpower: +0 (-6) Mental crit. chance: +3% (-) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) It can be used to recall the user to the worldmap, 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. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) 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. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 15 amethyst15 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Spell crit. chance: +2% Mindpower: +0 (-6) Mental crit. chance: +2% (-1%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 2 quartz2 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Stun/Freeze immunity: +30% Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 7 ametrine7 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Spell crit. chance: +1% Mindpower: +0 (-6) Mental crit. chance: +1% (-2%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 3 citrine3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Light radius: +1 Infravision radius: +2 Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. blooming thorny mindstar of balance (8.5-9.35 power, 46 apr, nature damage) (In main hand, 1 of 3)] 7 zircon7 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-46) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Changes resistances: +1% all Physical save: +0 (-4) Spell save: +0 (-3) Mental save: +0 (-3) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (-6) Mental crit. chance: +0% (-3%) Healing mod.: +0% (-10%) Heals friendly targets nearby when you use a nature summon: +0 (-8) When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jack the Thalore Mindslayer level 16
21st Haze 122nd year of Ascendancy at 05:04 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Jack the Thalore Mindslayer level 15
77th Dusk 122nd year of Ascendancy at 10:36 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Jack the Thalore Mindslayer level 15
74th Dusk 122nd year of Ascendancy at 11:20 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Jack the Thalore Mindslayer level 16
20th Haze 122nd year of Ascendancy at 21:05 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jack the Thalore Mindslayer level 16
21st Haze 122nd year of Ascendancy at 05:21 see stats
Level 10 (Roguelike)
Got a character to level 10.By Jack the Thalore Mindslayer level 10
10th Flare 122nd year of Ascendancy at 20:13 see stats
Level 20 (Roguelike)
Got a character to level 20.By Jack the Thalore Mindslayer level 20
1st Allure 123rd year of Ascendancy at 17:30 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Jack the Thalore Mindslayer level 17
68th Haze 122nd year of Ascendancy at 04:56 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Jack the Thalore Mindslayer level 10
1st Dusk 122nd year of Ascendancy at 08:09 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Jack the Thalore Mindslayer level 16
21st Haze 122nd year of Ascendancy at 05:04 see stats
Log
Urkis, the High Tempest's Ice Shards hits Jack for (68 to psi shield), 21 cold (21 total damage).
Urkis, the High Tempest stops burning.
Jack's mind surges with critical power!
Jack is invigorated by the attack!
Jack resists!
Urkis, the High Tempest casts Rune: Manasurge.
Urkis, the High Tempest starts to surge mana.
Bleeding from Jack hits Urkis, the High Tempest for 20 physical damage.
Urkis, the High Tempest hits Jack for 31 lightning damage.
Jack is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Jack for 61 lightning damage.
Jack uses Infusion: Regeneration.
Jack starts regenerating health quickly.
Jack's mind surges with critical power!
Jack is invigorated by the attack!
Urkis, the High Tempest casts Shock.
Bleeding from Jack hits Urkis, the High Tempest for 30 physical damage.
Urkis, the High Tempest hits Jack for 32 lightning damage.
Jack is invigorated by the attack!
Urkis, the High Tempest's Shock hits Jack for 60 lightning damage.
Jack shrugs off the effect 'Dazed'!
Talent Brain Storm is ready to use.
Jack is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Jack for 69 lightning damage.
Jack's mind surges with critical power!
Jack is invigorated by the attack!
Urkis, the High Tempest casts Lightning.
Saving game...
