Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.4.0Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Damned Class 1.2.5Adds a new afflicted class. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spell Merchants 1.0.0 Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.4.4Official 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Everyone Options 1.4.5Starts characters off with category points instead of categories known. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: 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 Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.5Content 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Maj'Eyal Yeti |
Class | Blighted |
Level / Exp | 69 / 52% |
Size | big |
Lifes / Deaths | Killed by Xanora the forest troll at level 8 on the 75th Pyre 122nd year of Ascendancy at 08:25 / 5Killed by Gerevea the drem at level 17 on the 1st Mirth 122nd year of Ascendancy at 00:12 Killed by Gerevea the drem at level 17 on the 1st Mirth 122nd year of Ascendancy at 03:25 Killed by ritch flamespitter at level 17 on the 1st Mirth 122nd year of Ascendancy at 03:32 Killed by Xanuriamira the temporal stalker at level 24 on the 1st Mirth 122nd year of Ascendancy at 05:39 |
Primary Stats
Strength | 113.64057647469 (base 74) |
Dexterity | 92.281152949375 (base 74) |
Constitution | 123.28115294937 (base 74) |
Magic | 103.64057647469 (base 74) |
Willpower | 131.28115294937 (base 74) |
Cunning | 133.28115294937 (base 74) |
Resources
Hate | 146/146 |
Equilibrium | 0 |
Vim | 1319/1319 |
Life | 31655/31655 |
Psi | 885/885 |
Healing Factor | 1.1 |
Regeneration | 54.89 |
Speed
Mental | +102.25% |
Attack | +102.25% |
Movement | +508% |
Spell | +102.25% |
Global | +147.02% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 11 |
See Stealth | 21 |
See Invisible | 31.281152949375 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 144 |
Accuracy | 70 |
Crit Chance | 297% |
APR | 58 |
Speed | 0.49 |
Offense: Offhand
Damage | 145 |
Accuracy | 70 |
Crit Chance | 297% |
APR | 58 |
Speed | 0.49 |
Offense: Spell
Spellpower | 169 |
Crit Chance | 100% |
Speed | 0.49443757725587 |
Offense: Mind
Mindpower | 188 |
Crit Chance | 100% |
Speed | 0.49443757725587 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 256.5 (30%) |
Defense | 103 |
Ranged Defense | 107 |
Fatigue | 3 |
Physical Save | 110 |
Spell Save | 131 |
Mental Save | 116 |
Defense: Resistances
All | +147%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 86% |
Poison Resistance | 100% |
Silence Resistance | 10% |
Pinning Resistance | 44% |
Disarm Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 60 life over 5 turns. |
Class Talents
Psionic / Slumber | 5.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Punishments | 5.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Finality | 5.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Torture | 5.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Suffering | 5.70 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Cursed / Vengeance | 6.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Plague | 5.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Fears | 8.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Psionic / Nightmare | 8.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cursed / Cursed aura | 4.20 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 5.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Race / Yeti | 5.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Gestures | 10.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Dark sustenance | 10.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Torment | 5.00 |
| 6/5 |
| 5/5 |
| 6/5 |
| 6/5 |
Celestial / Chants | 6.10 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Psionic / Dreaming | 7.90 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Victim |
talent | Lucid Dreamer |
talent | Overkill |
talent | Memory |
talent | Gesture of Pain |
talent | Willful Tormenter |
talent | Night Terror |
talent | Blood Vengeance |
talent | Chant of Resistance |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.6)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +12 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 9.8% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +13 Defense, +7 Ranged Defense Power 2+: -1 Luck, +12 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+50% chance to avoid traps). Power 4+: Unfortunate End: There is a 37% chance that the damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | Guarding against melee damage: Will dismiss up to 548 damage from the next 2.8 attack(s) with a 33% chance to counterattack. Guarded |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+23% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.6)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +15% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 7. Power 4+: Reprieve from Death: Humanoids you slay have a 44% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 10.6): 19%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +12 Physical Resistance, +9 Maximum Physical Resistance Power 2+: -1 Luck, +20 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 25 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 19%) of triggering a radius 18 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 4%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +13% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 23% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 23% for 3 turns. |
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. | active |
You failed to protect the lost anorithil from death by clay golem. Escort: lost anorithil (level 2 of Trollmire) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Equipment
On feet | Brightshaper (Nightmares) (12 def, 3 armour) Brightshaper (Nightmares) (12 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: +3% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +4 Mag / +4 Wil Changes resistances: +15% acid / +11% fire / +10% cold Changes resistances penetration: +5% fire Changes damage: +9% fire Physical save: +8 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +9 (+1 eff.) Curse of Nightmares It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | Summertide Phial (Nightmares) Summertide Phial (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Nightmares It can be used to call light (171 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Dazzlegash the elven-silk wizard hat (Corpses) (3 def, 0 armour) Dazzlegash the elven-silk wizard hat (Corpses) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Cun / +7 Wil Changes resistances: +15% acid / +25% fire / +16% mind / +6% light Changes damage: +15% mind / +17% fire Physical save: +12 (+2 eff.) Spell save: +20 (+3 eff.) Mental save: +17 (+3 eff.) Maximum psi: +34.00 Mindpower: +15 (+1 eff.) Mental crit. chance: +4% Curse of Corpses A pointy cloth hat, very wizardly... |
On hands | Ebonywyrd (Nightmares) (4 def, 7 armour) Ebonywyrd (Nightmares) (4 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 21 lightning Changes stats: +4 Str Changes resistances: +15% lightning / +12% temporal / +1% physical Changes resistances penetration: +5% darkness Changes damage: +15% lightning Physical save: +20 (+4 eff.) Mental save: +9 (+1 eff.) Disease immunity: +5% Disarm immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +15% Life regen: +7.40 Stamina each turn: +1.80 Psi each turn: +0.48 Maximum life: +57.00 When used to modify unarmed attacks: Base power: 33.5 - 36.9 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Second Wind (20% chance level 2). Burst (radius 2) on crit: +21 lightning Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Oakterror (Nightmares) [power 185] (26 cooldown) Oakterror (Nightmares) [power 185] (26 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 44% Damage when hit (Melee): 8 acid / 12 nature Maximum wards: +4 acid / +4 nature / +4 light Changes damage: +9% acid Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws +1 Ward +7 Lay Web Spell save: +9 (+1 eff.) Vim when firing critical spell: +3.00 Damage Shield penetration: +40% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Nightmares It can be used to heal a target within range 10 (based on Willpower) for 185, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | stralite ring 'Umbraspike' (Misfortune) stralite ring 'Umbraspike' (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +14 Effects on melee hit: * 17% chance to cause random gloom * 30% chance to inflict damage reduction Damage (Melee): 20 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 4 arcane / 4 temporal Changes stats: +7 Str / +9 Dex / +7 Mag / +7 Wil / +17 Cun Changes resistances: +5% arcane / +3% temporal Changes damage: +9% darkness / +9% temporal Spell save: +14 (+2 eff.) Mental save: +14 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
On fingers | Eilinora the Coalhunter (Misfortune) Eilinora the Coalhunter (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Physical power: +13 (+1 eff.) Defense: +14 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Str / +8 Wil / +17 Cun / +9 Con Changes resistances: +32% lightning / +4% physical / +9% darkness / +30% cold / +5% arcane Changes damage: +16% lightning / +15% cold Grants telepathy: Demon/Minor Demon/Major Mental save: +13 (+2 eff.) Silence immunity: +10% Disarm immunity: +44% Confusion immunity: +44% Pinning immunity: +44% Stun/Freeze immunity: +15% Knockback immunity: +43% Hate when firing a critical mind attack: +3.00 Maximum life: +37.00 Maximum hate: +15.00 Maximum psi: +10.00 Mindpower: +13 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Boltblood the copper amulet (Corpses) Boltblood the copper amulet (Corpses)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour * 30% chance to daze Damage when hit (Melee): 8 acid / 8 lightning Changes stats: +3 Con Changes resistances: +13% lightning Changes damage: +3% lightning Physical save: +5 (+1 eff.) Stun/Freeze immunity: +23% Life regen: +0.60 Maximum life: +38.00 Curse of Corpses Amulets can have magical properties. |
In main hand | pulsing mindstar 'Pyreonslaught' (Madness) (13-14.3 power, 32 apr, nature damage) pulsing mindstar 'Pyreonslaught' (Madness) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. The set is complete. Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +12 physical / +6 cold / +26 fire / +8 temporal / +11 bleed Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 16 acid Changes resistances: +25% acid / +11% temporal / +8% darkness / +6% light / +11% fire / +9% cold / +7% mind / +13% physical Changes resistances penetration: +16% acid / +8% mind Changes damage: +15% acid / +28% physical / +9% light / +13% temporal / +11% fire / +7% cold / +7% mind / +8% darkness Grants telepathy: Demon/Minor Demon/Major Life regen: +0.90 Psi when hit: +1.90 Maximum hate: +10.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +17% Light radius: +3 Infravision radius: +7 Damage Resonance (when hit): +21% Curse of Madness 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. |
Around waist | Deepshash (Nightmares) Deepshash (Nightmares)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+1 eff.) Effects on melee hit: * Slows global speed by 41% * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +9% nature / +19% fire / +9% darkness / +20% cold Changes resistances penetration: +8% physical Changes damage: +17% physical / +15% nature / +3% darkness Reduced damage from: +28% Summoned Critical mult.: +11.00% Spell save: +10 (+2 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
In off hand | Brightvein the pulsing mindstar (Madness) (13.5-14.85 power, 32 apr, nature damage) Brightvein the pulsing mindstar (Madness) (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural sand should be returned to the wyrm. The set is complete. Base power: 13.5 - 14.9 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +4 blight / +13 physical Burst (radius 1) on hit: +12 lightning / +12 fire Burst (radius 2) on crit: +12 fire Damage against: +21% Animal When wielded/worn: Damage (Melee): 9 nature Damage when hit (Melee): 16 physical Changes stats: +6 Cun Changes resistances: +13% acid / +30% physical / +19% light / +22% mind / +6% lightning Changes resistances penetration: +16% physical Changes damage: +9% blight / +35% physical Critical mult.: +21.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +8.00 Mindpower: +18 (+1 eff.) Mental crit. chance: +14% Infravision radius: +4 See stealth: +21 See invisible: +18 Curse of Madness It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 40 of target armor and 20% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Xelle the Boltwisp (Nightmares) (24 def, 14 armour) Xelle the Boltwisp (Nightmares) (24 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Armour: +14 Defense: +24 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour * 30% chance to daze Changes stats: +4 Mag / +5 Wil / +2 Cun Changes resistances: +3% lightning Changes resistances penetration: +20% lightning Changes damage: +6% mind Critical mult.: +27.00% Stealth bonus: +11 Physical save: +37 (+7 eff.) Spell save: +71 (+10 eff.) Mental save: +60 (+9 eff.) Maximum mana: +64.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xeratta the silk robe (Shrouds) (5 def, 0 armour) Xeratta the silk robe (Shrouds) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +5 (+1 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +8 Str / +8 Mag / +7 Wil / +23 Con Changes resistances: +40% lightning / +19% darkness / +36% fire / +25% mind / +40% cold Changes damage: +35% lightning / +13% physical / +48% nature / +18% fire / +9% arcane / +35% cold Physical save: +48 (+8 eff.) Spell save: +18 (+3 eff.) Mental save: +30 (+5 eff.) Poison immunity: +123% Disease immunity: +130% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 365) healing infusion of the psychic (heal 365)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 365 and cleanse 1 wound and poison effect. 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. |
biting gale rune of the wizard (277 cold damage; 66 apply power) biting gale rune of the wizard (277 cold damage; 66 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 276.90 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 66. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the titan (216 arcane damage) magic missile rune of the titan (216 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 22 Travel Speed: 600% of base Usage Speed: Spell (49% of a turn) Is: a spell Description: Fires a Magic Missile that does 216 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 712 for 5 turns) shielding rune of the wizard (absorb 712 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 712 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Yarerath the Eclipsevenom (Misfortune) Yarerath the Eclipsevenom (Misfortune)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness Talent mastery: +0.13 Cursed / Finality Curse of Misfortune Amulets can have magical properties. |
Cloudraven the steel ring (Madness) Cloudraven the steel ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +5 Mag / +6 Wil Changes resistances: +3% mind / +3% lightning Changes resistances penetration: +10% mind Changes damage: +15% lightning Silence immunity: +28% Mana each turn: +0.13 Spellpower: +7 (+1 eff.) Curse of Madness Rings can have magical properties. |
Murkspawn (Shrouds) Murkspawn (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances penetration: +15% darkness Changes damage: +9% arcane / +6% darkness Mental save: +6 (+1 eff.) Confusion immunity: +20% Curse of Shrouds Rings can have magical properties. |
Oozevengeance the copper ring (Shrouds) Oozevengeance the copper ring (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +4 Mag / +5 Wil / +1 Cun Changes damage: +9% mind Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Psi when hit: +0.08 Maximum hate: +8.00 Spellpower: +7 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
Velissra (Misfortune) Velissra (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Str / +3 Dex / +5 Mag / +5 Wil / +1 Cun Changes damage: +12% arcane Grants telepathy: Demon/Minor Demon/Major Spellpower: +6 (+1 eff.) Curse of Misfortune Rings can have magical properties. |
Arugofang the mossy mindstar (Nightmares) (3-3.3 power, 12 apr, mind damage) Arugofang the mossy mindstar (Nightmares) (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% mind Changes damage: +6% mind Life regen: +0.80 Maximum life: +14.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Light radius: +3 See invisible: +9 Curse of Nightmares 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. |
Elegawyn the Galewrest (Shrouds) (7.5-8.25 power, 24 apr, mind damage) Elegawyn the Galewrest (Shrouds) (7.5-8.25 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 lightning Burst (radius 2) on crit: +4 lightning When wielded/worn: Changes resistances: +18% light / +17% mind Changes resistances penetration: +20% arcane Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.40 Hate per kill: +3.00 Psi per kill: +3.00 Spell crit. chance: +3% Mindpower: +6 (+0 eff.) Mental crit. chance: +3% See stealth: +13 See invisible: +14 Curse of Shrouds It can be used to inflict 430.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emelora the Arccutter (Nightmares) (4.5-4.95 power, 18 apr, mind damage) Emelora the Arccutter (Nightmares) (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +4 fire Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +6 Effects on melee hit: * 15% chance to daze Changes resistances: +6% nature / +7% physical Changes damage: +3% lightning Talent mastery: +0.10 Technique / Conditioning Physical save: +2 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
Falcon's Eye (Shrouds) (7-7.7 power, 15 apr, mind damage) Falcon's Eye (Shrouds) (7-7.7 power, 15 apr, mind damage)Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +1 Sight radius: +1 Curse of Shrouds It can be used to activate talent Earth's Eyes (costing 15 power out of 18/18) : Effective talent level: 1.0 Power cost: 15 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power 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. |
Thermal Focus (Corpses) (14-15.4 power, 32 apr, fire damage) Thermal Focus (Corpses) (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Fire Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +8% Curse of Corpses Thermal energies are focussed in the core of this mindstar. |
gifted mossy mindstar of life (Misfortune) (2.5-2.75 power, 12 apr, mind damage) gifted mossy mindstar of life (Misfortune) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
gifted mossy mindstar of the jelly (Madness) (2-2.2 power, 12 apr, mind damage) gifted mossy mindstar of the jelly (Madness) (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +2% acid Equilibrium when hit: +0.50 Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Curse of Madness 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. |
mossy mindstar (Madness) (2.5-2.75 power, 12 apr, nature damage) mossy mindstar (Madness) (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness 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. |
mossy mindstar (Misfortune) (3-3.3 power, 12 apr, mind damage) mossy mindstar (Misfortune) (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
mossy mindstar of venom (Corpses) (2.5-2.75 power, 12 apr, mind damage) mossy mindstar of venom (Corpses) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +5% acid Changes resistances penetration: +4% acid Changes damage: +4% acid Life regen: +0.60 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses 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. |
nature's mossy mindstar of balance (Misfortune) (2.5-2.75 power, 12 apr, nature damage) nature's mossy mindstar of balance (Misfortune) (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Disease immunity: +11% Equilibrium when hit: +0.50 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
vined mindstar 'Gloryrin' (Madness) (5.5-6.05 power, 18 apr, mind damage) vined mindstar 'Gloryrin' (Madness) (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight Damage against: +11% Undead When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% blight / +15% darkness / +5% nature Changes resistances penetration: +5% blight Changes damage: +6% blight Spell save: +6 (+1 eff.) Stamina when hit: +1.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +21 Damage Shield penetration: +10% Curse of Madness 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. |
Scorchrupture the rough leather belt (Misfortune) Scorchrupture the rough leather belt (Misfortune)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% fire Life regen: +1.00 Curse of Misfortune A belt that goes around your waist. |
Wrap of Stone (Madness) (0 def, 10 armour) Wrap of Stone (Madness) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) Curse of Madness It can be used to activate talent Stone Wall (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 Is: a spell Description: Entomb yourself in a wall of stone for 13 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 472.11 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
enveloping linen cloak (Corpses) (6 def, 0 armour) enveloping linen cloak (Corpses) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivegatira the Eclipsetide (Nightmares) (3 def, 0 armour) Ivegatira the Eclipsetide (Nightmares) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 arcane / 16 darkness Changes stats: +8 Str / +15 Mag / +16 Wil / +17 Con Changes resistances: +17% blight / +13% cold / +11% lightning Changes resistances penetration: +15% arcane Changes damage: +14% lightning / +11% physical / +9% darkness / +17% cold / +24% nature / +12% arcane Mental save: +27 (+4 eff.) Poison immunity: +85% Disease immunity: +78% Life regen: +5.10 Mana each turn: +0.34 Psi each turn: +0.34 Maximum life: +87.00 Mindpower: +5 (+0 eff.) Mental crit. chance: +6% Healing mod.: +15% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Malefast (Misfortune) (0 def, 0 armour) Malefast (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +2 Cun Changes resistances: +6% blight / +18% light / +3% acid Changes resistances penetration: +15% blight Changes damage: +6% acid / +18% light / +8% darkness Spellpower: +7 (+1 eff.) Spell crit. chance: +7% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (Misfortune) (12 def, 0 armour) Silk Current (Misfortune) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% Curse of Misfortune This deep blue robe flows and ripples as if pushed by an invisible tide. |
Voidweeper (Corpses) (2 def, 0 armour) Voidweeper (Corpses) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 22 darkness Changes stats: +3 Cun / +5 Mag Changes resistances: +16% acid / +16% physical / +16% fire / +3% mind / +16% cold Changes resistances penetration: +10% darkness / +9% temporal / +10% mind / +11% physical Changes damage: +9% acid / +13% temporal / +30% darkness / +23% physical / +10% fire / +11% cold / +6% mind / +14% light Talent cooldown: Refit Golem (-4 turns) Mental save: +45 (+7 eff.) Mana each turn: +0.28 Maximum mana: +66.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +19% Mindpower: +10 (+1 eff.) Mental crit. chance: +9% Reduces paradox anomalies(equivalent to willpower): +13 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of light (+15%) (Misfortune) (3 def, 0 armour) focusing silk robe of light (+15%) (Misfortune) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Mag / +6 Wil Changes resistances: +15% light Changes damage: +10% light Mana each turn: +0.14 Psi each turn: +0.21 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Erelotorion' (Madness) (0 def, 0 armour) linen robe 'Erelotorion' (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +16% nature / +9% temporal Changes damage: +11% nature Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (Nightmares) (0 def, 0 armour) linen robe (Nightmares) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shadowkarma the pair of rough leather boots (Shrouds) (12 def, 1 armour) Shadowkarma the pair of rough leather boots (Shrouds) (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+2 eff.) Fatigue: -4% Changes resistances: +9% darkness Changes resistances penetration: +10% darkness / +5% fire Changes damage: +6% darkness Maximum encumbrance: +22 Physical save: +6 (+1 eff.) Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 30 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Soleguard (Corpses) (0 def, 5 armour) Soleguard (Corpses) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+1 eff.) Curse of Corpses 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
pair of rough leather boots 'Puszeal' (Madness) (0 def, 1 armour) pair of rough leather boots 'Puszeal' (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 lightning Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +6% nature Curse of Madness A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (Shrouds) (2 def, 1 armour) pair of rough leather boots of uncanny dodging (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Curse of Shrouds A pair of boots made of leather. |
Coalknave the rough leather gloves (Corpses) (0 def, 1 armour) Coalknave the rough leather gloves (Corpses) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 fire Changes resistances: +6% fire Changes resistances penetration: +5% nature Changes damage: +12% darkness / +4% fire When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +6 fire Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frostfire Gauntlets (Corpses) (0 def, 3 armour) Frostfire Gauntlets (Corpses) (0 def, 3 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +3.0% Attack speed: 83% When this weapon hits: Freeze (5% chance level 2). When this weapon hits: Flame (5% chance level 2). Damage conversion: 50% cold Curse of Corpses It can be used to activate talent Cold Flames (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 184.91 cold damage, and have a chance of freezing. These flames will also slowly burn physical and magical status effects, beneficial from enemies, detrimental form allies. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Sludgegrip (Madness) (0 def, 0 armour) Sludgegrip (Madness) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow Curse of Madness These gloves are coated with a thick, green liquid. |
Storm Bringer's Gauntlets (Nightmares) (0 def, 3 armour) Storm Bringer's Gauntlets (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Curse of Nightmares It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 230.25 to 690.76 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Anador (Madness) (0 def, 1 armour) Anador (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Str / +3 Wil / +3 Con Changes resistances: +7% cold / +6% physical Changes resistances penetration: +5% physical Allows you to breathe in: water Critical mult.: +3.00% Physical save: +16 (+3 eff.) Life regen: +0.60 Curse of Madness A cap made of leather. |
Korydil the linen wizard hat (Madness) (9 def, 0 armour) Korydil the linen wizard hat (Madness) (9 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +8 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +13% lightning / +6% temporal / +11% mind Changes resistances penetration: +5% temporal Changes damage: +11% mind Poison immunity: +10% Silence immunity: +5% Curse of Madness A pointy cloth hat, very wizardly... |
Prismbane (Misfortune) (0 def, 1 armour) Prismbane (Misfortune) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +3 Dex Changes resistances: +6% lightning / +6% temporal / +3% light / +5% arcane Light radius: +1 Curse of Misfortune A cap made of leather. |
rough leather cap 'Jetqueen' (Corpses) (0 def, 1 armour) rough leather cap 'Jetqueen' (Corpses) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% blight / +11% light / +18% darkness Changes damage: +6% darkness Curse of Corpses A cap made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
539 alchemist agate (Shrouds) 539 alchemist agate (Shrouds)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Shrouds When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Xeryba' (Madness) brass lantern 'Xeryba' (Madness)Infused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +3% mind Physical save: +6 (+1 eff.) Light radius: +2 Healing mod.: +11% Curse of Madness 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. |
brass lantern (Misfortune) brass lantern (Misfortune)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Misfortune 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 243/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ereligar the iron torque of thermal psionic shield (Madness) [power 25] (20 cooldown) Ereligar the iron torque of thermal psionic shield (Madness) [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil / +2 Cun Maximum wards: +2 physical / +2 mind / +2 darkness Grants telepathy: Dragon Talent cooldown: Silence (+5 turn) Talents granted: +2 Silence +1 Ward Infravision radius: +3 See invisible: +3 Curse of Madness It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Yvuna the Strikebreak (Shrouds) [power 55] (20 cooldown) Yvuna the Strikebreak (Shrouds) [power 55] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 blight Changes resistances: +6% lightning Changes damage: +12% lightning Curse of Shrouds It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. When used: 200% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of thermal psionic shield (Corpses) [power 31] (27 cooldown) supercharged iron torque of thermal psionic shield (Corpses) [power 31] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Curse of Corpses It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 31 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By blow the Maj'Eyal Yeti Blighted level 40
1st Mirth 122nd year of Ascendancy at 17:41 see stats
By blow the Maj'Eyal Yeti Blighted level 15
76th Pyre 122nd year of Ascendancy at 03:37 see stats
By blow the Maj'Eyal Yeti Blighted level 10
75th Pyre 122nd year of Ascendancy at 12:18 see stats
By blow the Maj'Eyal Yeti Blighted level 20
1st Mirth 122nd year of Ascendancy at 05:05 see stats
By blow the Maj'Eyal Yeti Blighted level 30
1st Mirth 122nd year of Ascendancy at 07:38 see stats
By blow the Maj'Eyal Yeti Blighted level 40
1st Mirth 122nd year of Ascendancy at 17:41 see stats
By blow the Maj'Eyal Yeti Blighted level 50
2nd Mirth 122nd year of Ascendancy at 01:23 see stats
By blow the Maj'Eyal Yeti Blighted level 27
1st Mirth 122nd year of Ascendancy at 07:18 see stats
By blow the Maj'Eyal Yeti Blighted level 26
1st Mirth 122nd year of Ascendancy at 07:18 see stats
By blow the Maj'Eyal Yeti Blighted level 15
76th Pyre 122nd year of Ascendancy at 02:21 see stats
By blow the Maj'Eyal Yeti Blighted level 27
1st Mirth 122nd year of Ascendancy at 07:18 see stats
By blow the Maj'Eyal Yeti Blighted level 20
1st Mirth 122nd year of Ascendancy at 05:05 see stats
By blow the Maj'Eyal Yeti Blighted level 13
75th Pyre 122nd year of Ascendancy at 18:30 see stats
Log
You gain 1.56 gold from the transmogrification of oxygen infusion of the wizard (stamina 242 over 10 turns).
You gain 1.55 gold from the transmogrification of oxygen infusion of the warrior (stamina 222 over 10 turns).
You gain 2.32 gold from the transmogrification of movement infusion of the wizard (868% speed; 6 turns).
You gain 2.32 gold from the transmogrification of movement infusion of the warrior (870% speed; 6 turns).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 3rd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:51.
Ran for 2 turns (stop reason: didn't move).
There is a A path into the Old Forest here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Blow deactivates Chant of Resistance.
Blow deactivates Memory.
Blow deactivates Lucid Dreamer.
Blow deactivates Willful Tormenter.
Blow deactivates Night Terror.
Blow deactivates Victim.
Blow deactivates Blood Vengeance.
Blow deactivates Mental Tyranny.
Blow deactivates Gesture of Pain.
Blow deactivates Overkill.