Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Dark Priest 1.4.8Adds 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 v2.5ga: Revised high level play for ToME 1.4.8Version 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 1.4.8In 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 1.4.8Exponential 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
Glutton Additions 1.4.4Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. 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. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary 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 1.4.8Donators/Buyers bonus! Everyone Options 1.4.5Starts characters off with category points instead of categories known. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! 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! Experience Controller 1.4.8
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:
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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 Infinite Cat Points 1.4.0One Cat Point per level. Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.8Content 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 | Normal Exploration |
Sex | Male |
Race | Superhuman |
Class | Anguished |
Level / Exp | 76 / 71% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 111 (base 85) |
Dexterity | 116 (base 85) |
Constitution | 118 (base 85) |
Magic | 129 (base 85) |
Willpower | 134 (base 85) |
Cunning | 137 (base 85) |
Resources
Mana | 2171/2171 |
Psi | 1043/1043 |
Vim | 1484/1484 |
Life | 28176/28176 |
Stamina | 1365/1365 |
Equilibrium | 40 |
Healing Factor | 1.28 |
Regeneration | 77.0304 |
Speed
Mental | +124.8% |
Attack | +191.7801084991% |
Movement | +395% |
Spell | +191.7801084991% |
Global | +246.66% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 20 |
See Stealth | 16 |
See Invisible | 48 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 196 |
Accuracy | 80 |
Crit Chance | 351% |
APR | 60 |
Speed | 0.44 |
Offense: Offhand
Damage | 159 |
Accuracy | 80 |
Crit Chance | 360% |
APR | 52 |
Speed | 0.44 |
Offense: Spell
Spellpower | 191 |
Crit Chance | 100% |
Speed | 0.34272384267178 |
Offense: Mind
Mindpower | 194 |
Crit Chance | 100% |
Speed | 0.34272384267178 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 313.6 (80%) |
Defense | 112 |
Ranged Defense | 113 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 82 |
Mental Save | 67 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Fear Resistance | 78% |
Silence Resistance | 78% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/5)
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 5.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Consumption | 5.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Corruption / Dark thoughts | 5.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Aether | 5.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Pain | 5.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Fire | 5.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Corruption / Balance | 6.90 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Arcane | 5.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Cleansing | 5.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Corruption / Doom | 5.70 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 5.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Spell / Force | 5.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Defiled mind | 18.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Wild-gift / Harmony | 5.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Control | 5.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Conditioning | 5.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Corruption / Torment | 5.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 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 | Blood Vengeance |
talent | Overkill |
talent | Shielding |
talent | Overcharged |
talent | Daunting Presence |
talent | Siphon |
talent | Willful Tormenter |
talent | Arcane Power |
talent | Elemental Harmony |
talent | Pure Aether |
talent | Exploit Weakness |
talent | Balance of Powers |
beneficial effect | Countering melee attacks: Has a 89% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 3 of Old Forest) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 3 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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's current energy level is: 14. | 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 | Gloritha (16 def, 6 armour) Gloritha (16 def, 6 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +16 (+3 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: -4% Changes stats: +4 Dex / +3 Mag / +2 Cun / +2 Con / +7 Lck Changes resistances: +14% lightning / +7% temporal / +7% cold / +7% fire / +7% acid Changes damage: +12% arcane / +9% blight Stealth bonus: +7 Maximum encumbrance: +26 Physical save: +27 (+7 eff.) Spell save: +16 (+3 eff.) Mental save: +20 (+5 eff.) Mana each turn: +0.04 Mana when firing critical spell: +5.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +20% It can be used to activate talent Evasion, placing all other charms into a 6 cooldown : Effective talent level: 20.0 Power cost: 6 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 44% chance to completely evade them and granting you 186 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. |
Light source | dwarven lantern 'Shadehunger' dwarven lantern 'Shadehunger'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 41% chance to inflict damage reduction Damage when hit (Melee): 30 fire Changes stats: +2 Wil / +6 Con Changes resistances: +30% blight / +9% fire / +14% darkness Changes damage: +3% darkness Critical mult.: +10.00% Physical save: +13 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+4 eff.) Life regen: +6.40 Mana each turn: +0.08 Spellpower: +5 (+0 eff.) Spell crit. chance: +7% Light radius: +4 Infravision radius: +6 See stealth: +16 See invisible: +39 Healing mod.: +28% Damage Shield penetration: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 45 blight damage or heals 54 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 2 power out of 10/10) : Effective talent level: 3.0 Power cost: 2 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 584.61 mind damage and cripples the target's higher mental functions, reducing cunning by 44 and confusing (43% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | Flashbane (0 def, 1 armour) Flashbane (0 def, 1 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 24% chance to cause random gloom Damage (Melee): 6 acid / 6 cold / 27 darkness / 24 mind Changes resistances: +6% acid / +6% cold / +3% fire Changes resistances penetration: +10% fire Changes damage: +5% acid / +4% cold / +3% mind Mental save: -27 (-7 eff.) Mindpower: +9 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 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: Reproach (20% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). When this weapon hits: Ice Breath (10% chance level 1). Damage (Melee): +8 mind / +4 fire Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +7 ice / +7 acid It can be used to activate talent Ruined Earth, placing all other charms into a 4 cooldown : Effective talent level: 3.0 Power cost: 4 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Deepsrigor the stralite torque of mindblast [power 469] (2 cooldown) Deepsrigor the stralite torque of mindblast [power 469] (2 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness / 4 temporal Changes resistances: +3% darkness Maximum wards: +2 physical / +5 mind / +5 darkness Changes resistances penetration: +5% temporal / +10% darkness / +20% arcane Changes damage: +3% arcane / +6% temporal Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +4 Telekinetic Blast +4 Silence +1 Ward It can be used to fire a blast of psionic energies in a range 10 beam dealing 234.50 to 469.00 mind damage, putting all charms on cooldown for 2 turns. When used: 200% chance to regenerate 15 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 32.72 cold and 31.35 physical damage (based on Willpower) each turn and knocking opponents back, costing 11 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | Emelibeth the copper ring Emelibeth the copper ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Str / +3 Mag / +12 Wil / +10 Cun / +2 Con Grants telepathy: Humanoid/Orc Spell save: +6 (+1 eff.) Mindpower: +14 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | gold amulet 'Issyldil' gold amulet 'Issyldil'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +16 (+1 eff.) Fatigue: -12% Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 11% chance to blind Changes stats: +15 Dex / +4 Mag / +12 Cun / +7 Con Changes resistances: +20% mind Changes damage: +6% acid / +16% physical / +11% light / +11% darkness / +7% cold / +7% fire / +3% arcane / +7% lightning Grants telepathy: Dragon Confusion immunity: +35% Life regen: +4.20 Stamina each turn: +1.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +5% See invisible: +9 Movement speed: +10% Combat speed: +20% Amulets can have magical properties. |
In main hand | Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+0 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 5 power out of 30/30) : Effective talent level: 3.6 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 160.93 mind damage, 114.81 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 15.38 mind and 10.97 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Around waist | Duathelspitter DuathelspitterPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +7 Mag Changes resistances: +10% blight / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +6% darkness / +15% arcane Reduced damage from: +25% Summoned Mental save: +9 (+2 eff.) Mana each turn: +0.67 Maximum mana: +76.00 Spellpower: +7 (+0 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Brightvile (13.5-14.85 power, 32 apr, mind damage) Brightvile (13.5-14.85 power, 32 apr, mind 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 honing mindstar will focus other psionic mindstars. This mindstar will resonate with other psionic mindstars. Base power: 13.5 - 14.9 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +14.5% Attack speed: 100% Damage (Melee): +17 temporal / +13 nature slow Burst (radius 1) on hit: +16 light When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 6 mind / 9 darkness Changes stats: +5 Str / +2 Dex / +4 Wil / +10 Cun Changes resistances: +9% blight / +9% physical / +9% mind Changes resistances penetration: +5% mind / +9% physical Changes damage: +9% acid / +10% temporal / +6% darkness / +9% light / +19% nature / +16% mind / +9% physical Critical mult.: +21.00% Reduces incoming crit damage: 5.00% Disease immunity: +22% Equilibrium when hit: +1.60 Psi when hit: +1.70 Maximum psi: +30.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +21% 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 | cashmere cloak 'Flashsun' (20 def, 0 armour) cashmere cloak 'Flashsun' (20 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +11 Physical power: +8 (+0 eff.) Defense: +20 (+3 eff.) Changes stats: +1 Str Changes resistances: +15% light / +34% fire Changes damage: +3% light Critical mult.: +19.00% Stealth bonus: +20 Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Blazewoe the elven-silk robe (13 def, 7 armour) Blazewoe the elven-silk robe (13 def, 7 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +13 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +7 Str / +17 Mag / +7 Wil Changes resistances: +25% lightning / +24% light / +8% fire / +28% blight / +24% cold / +5% arcane / +25% darkness Changes resistances penetration: +20% mind Changes damage: +14% lightning / +12% physical / +15% light / +17% blight / +17% cold / +15% mind / +3% arcane Critical mult.: +10.00% Physical save: +20 (+5 eff.) Spell save: +60 (+12 eff.) Mental save: +15 (+4 eff.) Psi each turn: +0.82 Maximum life: +62.00 Maximum psi: +34.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +8% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 345) healing infusion of the wizard (heal 345)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 345 and cleanse 1 wound and poison effect. 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. |
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 6 power out of 50/50) : Effective talent level: 1.0 Power cost: 6 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 115.15 to 345.44 damage and forking to another target. It can hit up to 4 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. You feel a small electrical jolt when you touch this pendant. |
mindweaver's steel amulet of the eclipse mindweaver's steel amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 6 darkness Effects when hit in melee: * 6% chance to inflict damage reduction * 6% chance to blind Changes stats: +2 Wil Changes damage: +8% light / +5% darkness Mental save: +7 (+2 eff.) Confusion immunity: +14% Mindpower: +7 (+0 eff.) Amulets can have magical properties. |
Flashweeper FlashweeperPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +13% acid / +10% fire / +13% lightning / +11% cold Changes damage: +6% fire Critical mult.: +6.00% Mental save: +7 (+2 eff.) Confusion immunity: +24% Only die when reaching: -20.00 life Healing mod.: +15% Rings can have magical properties. |
copper ring of the mind (+10%) copper ring of the mind (+10%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
Blindhue the mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Blindhue the mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Random Unique] 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% On weapon hit: * 40% chance to blind Damage (Melee): +8 light / +12 darkness When wielded/worn: Damage when hit (Melee): 16 light Changes resistances: +3% darkness Changes damage: +3% acid / +6% light Equilibrium when hit: +0.70 Mindpower: +5 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Brodugund (7.5-8.25 power, 24 apr, mind damage) Brodugund (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 acid When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% blight / +6% acid / +16% mind / +16% light Changes damage: +6% blight / +6% nature / +9% arcane Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Critical mult.: +13.00% Spell save: +6 (+1 eff.) Disease immunity: +16% Spellpower on spell critical (stacks up to 3 times): +6 Hate per kill: +3.00 Psi per kill: +3.00 Spellpower: +2 (+0 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +3% See stealth: +10 See invisible: +16 It can be used to inflict 525.46 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 4 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. |
Eilinilaith the Prismtaint (4-4.4 power, 18 apr, mind damage) Eilinilaith the Prismtaint (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 4.0 - 4.4 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 blind Burst (radius 2) on crit: +4 light When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +5% blight / +8% physical Changes resistances penetration: +6% physical Changes damage: +4% nature / +8% physical Mental save: +3 (+1 eff.) Disease immunity: +13% Maximum psi: +30.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 41 of target armor and 21% 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. |
Growwilter the living mindstar (17-18.7 power, 40 apr, mind damage) Growwilter the living mindstar (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +24 nature When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +3% acid / +35% light / +18% fire / +6% nature / +57% mind Changes resistances penetration: +10% acid / +19% fire / +10% mind Changes damage: +8% acid / +18% fire / +8% mind / +3% nature Mental save: +9 (+2 eff.) Equilibrium when hit: +2.50 Psi when hit: +2.30 Maximum psi: +46.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% See stealth: +48 See invisible: +43 Global speed: +5% Damage Resonance (when hit): +19% 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. |
Isoda the Flashdeath (16-17.6 power, 40 apr, nature damage) Isoda the Flashdeath (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 temporal / +9 blinding light Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +14 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Changes damage: +8% light / +6% darkness / +6% arcane Critical mult.: +12.00% Hate when firing a critical mind attack: +4.00 Maximum hate: +17.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +5% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +48 Life leech chance: +16% Life leech: +21% 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. |
Neralle the Blazesweep (5-5.5 power, 18 apr, mind damage) Neralle the Blazesweep (5-5.5 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: 5.0 - 5.5 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): +16 physical Burst (radius 2) on crit: +16 fire When wielded/worn: Damage when hit (Melee): 4 mind / 6 darkness Changes stats: +2 Mag Changes resistances: +17% acid / +16% physical Changes resistances penetration: +5% blight Changes damage: +4% acid / +25% physical / +4% darkness / +5% mind / +3% arcane Equilibrium when hit: +0.90 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Star of Darkness (8-8.8 power, 16 apr, darkness damage) Star of Darkness (8-8.8 power, 16 apr, darkness damage)Requires: - Willpower 12 - Cunning 12 Infused by nature Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 35% Cun Damage type: Darkness Accuracy is based on willpower for this weapon. Armour Penetration: +16 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% mind Changes damage: +15% darkness Talent mastery: +0.20 Psionic / Pain Mental save: -5 (-1 eff.) This mindstar writhes uncomfortably in your hand, trying to escape. Its jet-black appearance and semi-solid feel put you on edge. |
enlightened mossy mindstar (2.5-2.75 power, 12 apr, mind damage) enlightened mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 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: Changes resistances: +11% light / +11% mind Mindpower: +2 (+0 eff.) Mental crit. chance: +1% See stealth: +7 See invisible: +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. |
horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage) horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. 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% When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes damage: +2% mind / +2% darkness Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
kinetic thorny mindstar (10-11 power, 24 apr, nature damage) kinetic thorny mindstar (10-11 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 physical When wielded/worn: Changes resistances: +8% acid / +7% physical Changes damage: +12% physical Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (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: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (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: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% cold / +20% arcane / +20% light Mental save: +8 (+2 eff.) Vim when firing critical spell: +4.00 Spellpower: +30 (+3 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Blindrend the rough leather belt Blindrend the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 20 darkness / 8 mind Changes resistances: +3% darkness / +6% blight / +6% cold / +6% mind / +6% fire Changes resistances penetration: +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt 'Samugrim' rough leather belt 'Samugrim'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +2 Dex / +2 Mag / +4 Con Mental save: +5 (+1 eff.) Mana each turn: +0.17 Only die when reaching: -20.00 life Maximum mana: +23.00 Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
Ce'Niletha (25 def, 0 armour) Ce'Niletha (25 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +25 (+4 eff.) Changes stats: +3 Str / +2 Dex / +5 Con Changes resistances: +7% acid / +9% fire / +9% lightning / +9% cold Changes damage: +9% arcane Critical mult.: +6.00% Physical save: +32 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatonslaught (1 def, 0 armour) Heatonslaught (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 acid / 8 fire Changes stats: +2 Cun / +2 Dex Changes resistances: +9% acid Changes resistances penetration: +20% fire Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Runyrontir (1 def, 0 armour) Runyrontir (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +1 Wil / +4 Cun / +2 Con Critical mult.: +5.00% Cut immunity: +5% Pinning immunity: +5% Mindpower: +10 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanenn the elven-silk robe (10 def, 5 armour) Xanenn the elven-silk robe (10 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +4 Mag Changes resistances: +17% temporal Changes resistances penetration: +10% blight / +15% physical / +19% darkness / +5% arcane Changes damage: +15% darkness / +14% physical / +6% arcane / +17% temporal Critical mult.: +16.00% Physical save: +26 (+7 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +12.00 Spell crit. chance: +2% Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Xanatta' (0 def, 0 armour) linen robe 'Xanatta' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Cun Changes resistances penetration: +5% blight Critical mult.: +11.00% Spell save: +9 (+2 eff.) Mental save: +17 (+4 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum mana: +40.00 Spellpower: +6 (+0 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chador (0 def, 1 armour) Chador (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +1 Fatigue: -4% Damage when hit (Melee): 8 arcane Changes stats: +2 Mag Changes resistances penetration: +7% physical Changes damage: +9% temporal Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Spellpower: +4 (+0 eff.) A pair of boots made of leather. |
Velura (3 def, 1 armour) Velura (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Silence immunity: +10% Disarm immunity: +10% Pinning immunity: +5% Stun/Freeze immunity: +15% A pair of boots made of leather. |
pair of hardened leather boots 'Scorchvenom' (19 def, 10 armour) pair of hardened leather boots 'Scorchvenom' (19 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +19 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 16 mind / 8 fire Changes stats: +2 Str / +4 Dex / +3 Cun / +3 Con Changes resistances: +3% mind / +3% fire Changes resistances penetration: +10% mind / +20% fire Changes damage: +6% mind Maximum encumbrance: +32 Physical save: +11 (+3 eff.) Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Blackbreaker (0 def, 1 armour) Blackbreaker (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +1 Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes resistances penetration: +5% darkness Changes damage: +4% lightning / +3% mind / +3% darkness When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). Damage (Melee): +12 darkness / +8 mind Burst (radius 2) on crit: +6 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (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 These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
heroic rough leather gloves (0 def, 4 armour) heroic rough leather gloves (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +5 (+1 eff.) Maximum life: +41.00 When used to modify unarmed attacks: Base power: 10.0 - 11.0 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +3 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 4 power out of 30/30) : Effective talent level: 1.0 Power cost: 4 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 159.31 to 477.92 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Glitira (1 def, 0 armour) Glitira (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +5 Wil / +2 Con Changes resistances penetration: +10% mind Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Psi each turn: +0.11 Spellpower: +4 (+0 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Infravision radius: +1 A pointy cloth hat, very wizardly... |
Lavabreaker (1 def, 0 armour) Lavabreaker (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Cun Changes resistances: +15% fire / +3% mind / +6% cold Changes resistances penetration: +10% fire Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Betevea' (1 def, 0 armour) linen wizard hat 'Betevea' (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +4 (+0 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 8 mind / 16 physical Changes stats: +2 Con Changes resistances: +7% mind Changes damage: +13% mind / +3% physical Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +1.70 Maximum psi: +13.00 Mindpower: +5 (+0 eff.) Mental crit. chance: +2% Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat (1 def, 0 armour) mindwoven linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Psi each turn: +0.10 Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+3 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 5 power out of 30/30) : Effective talent level: 1.0 Power cost: 5 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 393.0 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
4 agate 4 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. |
1635 alchemist agate 1635 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature 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 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Neruna the Duskmaster Neruna the DuskmasterInfused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +9% blight / +1% physical / +3% mind / +6% temporal Changes damage: +6% darkness Physical save: +11 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+3 eff.) Silence immunity: +10% Maximum life: +46.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Blazegrit' brass lantern 'Blazegrit'Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light / 12 fire Changes stats: +3 Str / +1 Wil / +2 Con Changes resistances: +6% fire Grants telepathy: Humanoid/Orc Mental save: +5 (+1 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +5% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (10/10) Rod of Recall (10/10)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 37 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
7 amethyst 7 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. |
Hathotir the elm wand of conjuration [power 91] (2 cooldown) Hathotir the elm wand of conjuration [power 91] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 8 blight Changes damage: +9% blight Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 2 turns. When used: 200% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
8 citrine 8 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. |
3 zircon 3 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 cghng the Superhuman Anguished level 34
79th Pyre 122nd year of Ascendancy at 20:18 see stats
By cghng the Superhuman Anguished level 18
78th Pyre 122nd year of Ascendancy at 12:51 see stats
By cghng the Superhuman Anguished level 72
5th Flare 122nd year of Ascendancy at 21:59 see stats
By cghng the Superhuman Anguished level 10
75th Pyre 122nd year of Ascendancy at 02:33 see stats
By cghng the Superhuman Anguished level 20
78th Pyre 122nd year of Ascendancy at 14:30 see stats
By cghng the Superhuman Anguished level 30
79th Pyre 122nd year of Ascendancy at 06:04 see stats
By cghng the Superhuman Anguished level 40
4th Flare 122nd year of Ascendancy at 04:08 see stats
By cghng the Superhuman Anguished level 50
4th Flare 122nd year of Ascendancy at 12:40 see stats
By cghng the Superhuman Anguished level 28
79th Pyre 122nd year of Ascendancy at 05:07 see stats
By cghng the Superhuman Anguished level 15
75th Pyre 122nd year of Ascendancy at 09:20 see stats
By cghng the Superhuman Anguished level 58
4th Flare 122nd year of Ascendancy at 22:47 see stats
By cghng the Superhuman Anguished level 65
5th Flare 122nd year of Ascendancy at 09:17 see stats
By cghng the Superhuman Anguished level 15
77th Pyre 122nd year of Ascendancy at 16:41 see stats
By cghng the Superhuman Anguished level 26
78th Pyre 122nd year of Ascendancy at 23:36 see stats
By cghng the Superhuman Anguished level 15
75th Pyre 122nd year of Ascendancy at 07:24 see stats
Log
You gain 2.04 gold from the transmogrification of Manydan the stralite dagger (27-35.1 power, 9 apr).
You gain 1.79 gold from the transmogrification of Grinuneg the Glowstreak (15.5-20.15 power, 5 apr).
You gain 1.37 gold from the transmogrification of Emeliwe the Lightarc (15-19.5 power, 5 apr).
You gain 1.64 gold from the transmogrification of Aeromitta the Voidspire (17-22.1 power, 5 apr).
You gain 0.51 gold from the transmogrification of warbringer's voratun battleaxe (60-90 power, 4 apr).
You gain 0.64 gold from the transmogrification of thunderous steel battleaxe of evisceration (18.5-27.75 power, 2 apr).
You gain 2.08 gold from the transmogrification of Dimmark (41.5-62.25 power, 3 apr).
You gain 0.31 gold from the transmogrification of solipsist's gold ring of pilfering.
You gain 0.26 gold from the transmogrification of conjurer's stralite ring of darkness (+36%).
You gain 1.91 gold from the transmogrification of voratun amulet 'Ulyregotar'.
You gain 0.13 gold from the transmogrification of insulating stralite amulet of cunning (+9).
You gain 0.11 gold from the transmogrification of shielding rune (absorb 462 for 8 turns).
You gain 0.03 gold from the transmogrification of sun infusion (rad 9; power 22; turns 4; dispells darkness).
There is a previous level 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.
Cghng deactivates Mental Tyranny.
Cghng deactivates Willful Tormenter.
Cghng's next mind power will be empowered!
Cghng deactivates Blood Vengeance.
Cghng deactivates Overkill.
Cghng deactivates Balance of Powers.
Cghng deactivates Pure Aether.
Cghng deactivates Daunting Presence.
Cghng deactivates Exploit Weakness.
Cghng deactivates Siphon.
Cghng is no longer weaving their spells with their mind powers.
Cghng deactivates Arcane Power.
Cghng deactivates Overcharged.
Cghng deactivates Shielding.
Cghng deactivates Elemental Harmony.