











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Harbinger |
| Level / Exp | 29 / 36% |
| Size | big |
| Lifes / Deaths | Killed by Gunsnake at level 7 on the 8th Mirth 122nd year of Ascendancy at 16:53 0 / 7Killed by Ivurin the copperhead snake at level 11 on the 10th Haze 122nd year of Ascendancy at 15:15 Killed by thought-forged warrior at level 11 on the 11st Haze 122nd year of Ascendancy at 04:58 Killed by Eliwyn the elven warrior at level 13 on the 15th Haze 122nd year of Ascendancy at 11:47 Killed by Emelimivena the sick giant venus flytrap at level 14 on the 25th Haze 122nd year of Ascendancy at 11:17 Killed by war hound at level 28 on the 56th Regrowth 123rd year of Ascendancy at 11:40 Killed by Poruwen the assassin at level 29 on the 57th Regrowth 123rd year of Ascendancy at 22:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 29 (base 13) |
| Dexterity | 23 (base 10) |
| Constitution | 53 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 80 (base 60) |
| Cunning | 63 (base 56) |
Resources
| Life | -190/959 |
| Equilibrium | 53 |
| Healing Factor | 1.4910533811414 |
| Regeneration | 17.665934575688 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +34.17869674765% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Physical | +12% |
| Cold | +39% |
| All | 0% |
| Lightning | +45% |
| Light | +9% |
| Mind | +15% |
| Fire | +6% |
| Nature | +6% |
Offense: Damage Penetration
| Lightning | +12% |
| Light | +5% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 30.538598157975 (79.246339931828%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 33 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 43%( 73%) |
| All | + 23%( 70%) |
| Lightning | + 64%( 73%) |
| Light | + 34%( 70%) |
| Physical | + 29%( 73%) |
| Mind | + 33%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 70%( 73%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Bleed Resistance | 26% |
| Confusion Resistance | 34% |
| Knockback Resistance | 40% |
| Stun Resistance | 87% |
| Poison Resistance | 26% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Thunder | 1.46 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Supercell | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Xerumidhema the brown bear. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 145. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed length of troll intestine. * You've found the needed storm wyrm claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Morningzephyr (0 def, 3 armour) =disengage=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% light Res.pen +5% light +10% cold ----- def ----- Armour +3 Fatigue +2% Resists +9% acid +3% light Disengage: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Curewoe the brass lantern =-65% slow=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +3% mind Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.08 Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Sparkreek the iron helm (0 def, 3 armour) =-55% spd=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +11% light +11% darkness +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Snowsteel the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 12 lightning Dmg.mod +9% lightning +9% cold Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +3% Resists +14% lightning +12% cold HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew totem of healing [power 278] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Malirogorn'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Dmg.mod +12% mind ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
| On fingers | Isleriavea the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Acc +20 (+6 eff.) ----- def ----- Die.at -80.00 life HP.reg +5.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Yaragondur0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +3% blight ----- def ----- Resists +10% mind +10% lightning Confus- +24% Stun/Frz- +21% ---------- misc Vim/s.crit +2.00 Masteries +0.16 Wild-gift/Thunder Amulets make your neck look great! |
| In main hand | nature's pulsing mindstar of resolve (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +2% nature ----- def ----- Resists +4% blight Spell.save +2 (+1 eff.) Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | nature's pulsing mindstar of storms (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 12 lightning Dmg.mod +10% lightning +4% nature Res.pen +12% lightning ----- def ----- Resists +7% lightning +6% blight Disease- +14% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Darkrupture (1 def, 0 armour) =-28% dam=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +14% lightning +12% physical +9% cold ----- def ----- Resists +6% lightning +7% cold +10% blight +11% all Max.HP +54.00 HP.reg +3.00 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 220; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 177; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 189; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -464; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -464 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 928 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 539%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 21%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 32%; magical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 31%; magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 25%; magical, physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Gliyaldawe0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Dex dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Max.hate +2.00 See.Invis +3 Amulets make your neck look great! |
Gorochik the Obsidianmight =-26% dam=0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +5% arcane +14% temporal Phys.save +6 (+3 eff.) Die.at -20.00 life Pinning- +23% Knockbk- +22% Teleport- +10% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Adelle0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +2 Wil +3 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% blight ----- def ----- Fatigue -5% Resists +10% mind HP.reg +3.00 Confus- +27% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Daimehell the steel amulet =-24% stun=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Res.pen +15% blight Melee Ret 6 arcane 4 mind ----- def ----- Resists +14% lightning Stun/Frz- +24% ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 353 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Toryledil the Flashsever =-24% conf -5% arcn=0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +9% arcane Melee Ret 4 lightning ----- def ----- Resists +3% lightning +17% mind +5% arcane Confus- +24% Amulets make your neck look great! |
Growward the gold amulet =-38% blind=0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +12% nature Res.pen +20% blight Melee Ret 8 nature ----- def ----- Resists +27% light +18% darkness +18% nature Blind- +38% Amulets make your neck look great! |
Layudheldavea the gold amulet =+6 CUN=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +1 Str dps ---------- Mind.crit +1% Phys.pwr +5 (+2 eff.) Dmg.mod +12% physical ----- def ----- Mind.save +9 (+3 eff.) Amulets make your neck look great! |
Mirror Shards =T3 fodder=0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 186 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Porimille the Hellspitter =+5% fire pen=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +12% darkness +6% fire Res.pen +5% fire Melee Ret 8 fire ----- def ----- Resists +9% light Amulets make your neck look great! |
Earykhad =+9 STR=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +9 Str +2 Con dps ---------- Dmg.mod +10% cold ----- def ----- Armour +10 Resists +20% cold Die.at -40.00 life Rings make your fingers look great! |
Glivea =-24% stun=0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+9 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +24% ---------- misc Equi/ret +0.08 Psi/ret +0.16 Max.psi +20.00 Rings make your fingers look great! |
Ivossra0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +12% lightning +26% cold +6% fire Phys.save +3 (+1 eff.) Pinning- +10% ---------- misc See.Invis +12 Rings make your fingers look great! |
Rotdredge0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Acc +30 (+10 eff.) ----- def ----- Resists +9% nature Mind.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Deepsreeve the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 20% * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +6% darkness +6% fire Blind- +26% ---------- misc Infravis +4 See.Stealth +9 See.Invis +10 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Masteries +0.20 Psionic/Blade offense Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Masteries +0.20 Wild-gift/Rain Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 25.25 cold and 20.24 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
psionicist's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +8 (+3 eff.) Rings make your fingers look great! |
steel ring 'Snowpython'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% cold ----- def ----- Resists +3% temporal +3% mind +6% light Spell.save +12 (+6 eff.) Mind.save +8 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
warrior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +8 Resists +24% lightning Rings make your fingers look great! |
Eilinyda =disengage=0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil +2 Mag dps ---------- S.pwr/crit +2 Dmg.mod +15% acid +10% mind Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Resists +30% acid +10% mind +6% blight Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Nightsteel0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +25 (+13 eff.) Dmg.mod +16% mind On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +16% mind Spell.save +15 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
gold ring 'Cracklewend' =+28 enc +25% ltng pen=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +6% darkness Res.pen +25% lightning Melee Ret 10 acid ----- def ----- Fatigue -6% Resists +9% lightning ---------- misc Max.enc +28 Rings make your fingers look great! |
gold ring 'Zeridrahell'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Cun +4 Con dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Crit.chn- 15.00% Max.HP +22.00 Disarm- +28% Pinning- +23% Knockbk- +28% Rings make your fingers look great! |
dwarven-steel waraxe of disruption (21-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Disrupt Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% One-handed war axes. |
Aradeldir (12-16 power, 6 apr) =T2 fodder=1.0 T2 dagger 1H weapon [Random Unique] Arcane Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire On Crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Crit.chn- 5.00% ---------- misc Light +1 Infravis +2 Sharp, short and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Runyzilarain the thorny mindstar (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 33 While equipped: Stats +1 Dex dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 mind 5 darkness Dmg.mod +4% mind +5% darkness ----- def ----- Defense +25 (+8 eff.) Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Mucuszephyr,' (9-10 power, 24 apr, nature damage) =+15% ntr pen=3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 lightning While equipped: Stats +3 Str dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 8 mind 9 darkness Dmg.mod +6% mind +5% darkness Res.pen +15% nature ----- def ----- Resists +15% nature ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Tonik' (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 physical Dmg.mod +9% physical Res.pen +6% physical ----- def ----- Resists +7% physical Mind.save +12 (+4 eff.) ---------- misc Light +2 Infravis +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +3 Mag +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +9% lightning Res.pen +12% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of balance (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +13 (+5 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of balance (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+4 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pouch of steel shots 'Phoenixfame' (19/19, 20-24 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +12 lightning +12 fire On Hit.r1 +12 acid +8 fire On Crit.r2 +20 lightning +20 fire +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Shots are used with slings to pummel your foes to death. |
steel shield 'Maroddalen' (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 9 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% nature +21% acid Spell.save +12 (+6 eff.) Max.HP +200.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Falykhad1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +2 (+1 eff.) S.pwr/crit +4 Res.pen +5% arcane ----- def ----- Phys.save +5 (+2 eff.) ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
rough leather belt 'Rootnight' =+20% ntr pen=1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Dmg.mod +3% darkness +3% nature Res.pen +20% nature ----- def ----- Spell.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Size +1 A belt that goes around your waist. |
Bogclamor =+25% ntr pen=1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% nature Res.pen +25% nature Apr +2 ----- def ----- Resists +15% nature Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Isita the Willoworacle1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +2 Dex +7 Mag +5 Wil +6 Cun dps ---------- Res.pen +10% nature Against +26% Summoned On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- D.Red.from +33% Summoned A belt that goes around your waist. |
Mardoyafang (1 def, 0 armour) =-10% blind=2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal Spell.save +6 (+3 eff.) Mind.save +15 (+5 eff.) Blind- +10% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Coalbore' (1 def, 6 armour) =+15% fire pen=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% fire Melee Ret 2 darkness ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% darkness +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dayfear' (9 def, 0 armour) =+3 lite=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% light Res.pen +5% physical ----- def ----- Defense +9 (+3 eff.) Phys.save +8 (+4 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsewaker the pair of rough leather boots (0 def, 1 armour) =-27% dam=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +1 Resists +3% fire Mind.save +3 (+1 eff.) ---------- misc Stam/turn +0.40 Max.stam +13.00 Max.hate +4.00 A pair of boots made of leather. |
traveler's pair of rough leather boots of evasion (2 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
restorative pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +14% Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Layyleba the Morbussear (0 def, 3 armour) =+20% ntr pen=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +20% nature Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +2% Resists +3% mind +3% fire ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quenchbringer the pair of iron boots (0 def, 3 armour) =+10% cold pen=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +7% temporal +9% mind Crit.chn- 5.00% Max.HP +20.00 HP.reg +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunravage (0 def, 3 armour) =-26% dam=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% darkness +10% fire On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness +3% fire ---------- misc Stam/turn +0.40 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayiwyn the Wretchresolve (0 def, 4 armour) =+10% ltng pen=3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +12% nature Res.pen +10% lightning Melee Ret 2 nature ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +5% temporal ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silithra the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Str dps ---------- Spell.pwr +9 (+5 eff.) Melee Ret 8 acid ----- def ----- Armour +4 Fatigue +3% Resists +12% light +15% darkness Max.HP +60.00 HP.reg +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady hardened leather gloves of strength (+2) (0 def, 2 armour) =-21% disarm=1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+4 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tolar the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind +3% acid Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Gorewreath' (5 def, 1 armour) =+20% ntr pen=1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +20% nature ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% acid +6% temporal +6% lightning Blind- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Darksear' (0 def, 2 armour) =-30% dam=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 14 mind 16 darkness Dmg.mod +15% acid +6% darkness On Hit (Melee): * 18% chance to reduce all saves and defense by 33 * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness +3% cold Mind.save -10 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Zubithra' (0 def, 2 armour) =10% turn=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid +27% temporal Res.pen +10% acid Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Crit.chn- 10.00% HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour) =T3 fodder=1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+7 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. 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. |
cashmere wizard hat 'Floerage' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% mind +15% cold Res.pen +10% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Defense +2 (+1 eff.) Resists +22% cold A pointy cloth hat, very wizardly... |
Ce'Nyvea the Bleakpassion (1 def, 0 armour) =-30% dam=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% darkness Res.pen +25% light Melee Ret 4 light On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% darkness Spell.save +6 (+3 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
Korurim the Lightbringer (1 def, 0 armour) =+25% fire pen=2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +15% light +3% blight Res.pen +5% light +25% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% blight ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
Vorumissra (0 def, 1 armour) =+25% mind pen=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% temporal Res.pen +25% mind Apr +5 Melee Ret 10 mind 4 temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane A cap made of leather. |
Dawnedge (10 def, 3 armour) =-20% conf=2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Resists +15% light +17% cold Die.at -60.00 life HP.reg +4.00 Silence- +20% Confus- +20% ---------- misc Breathe water A cap made of leather. |
hardened leather cap 'Hurylen' (0 def, 3 armour) =-20% stun=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +9% cold +3% darkness +3% acid Mind.save +18 (+6 eff.) Max.HP +100.00 Disease- +10% Stun/Frz- +20% A cap made of leather. |
iron helm 'Gorudunachak' (0 def, 3 armour) =depths=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Mind.pwr +20 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Hate/m.crit +3.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
264 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Eremidunayon' =+10% mind pen=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+8 eff.) Res.pen +10% mind ----- def ----- Mind.save +6 (+2 eff.) Max.HP +43.00 ---------- misc Equi/ret +0.04 Psi/ret +0.08 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Thunderbait' =+5% ltng pen, -37 def=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +12% mind Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Resists +3% mind +6% cold Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Galestone the iron pickaxe (dig speed 19 turns) =+10% mind pen=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Con dps ---------- Res.pen +10% mind ----- def ----- Resists +9% lightning Crit.chn- 5.00% Max.HP +20.00 ---------- misc Max.stam +15.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) ---------- misc Masteries +0.20 Psionic/Blade bending Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 95 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
piercing steel torque of mindblast [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 172 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Emelyletta' [power 51] (25 cooldown) =-20% conf=2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +18% nature +6% cold HP.reg +4.00 Confus- +20% Knockbk- +10% Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Koare the Krog Harbinger level 23
2nd Allure 123rd year of Ascendancy at 00:21 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Koare the Krog Harbinger level 15
39th Haze 122nd year of Ascendancy at 10:32 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Koare the Krog Harbinger level 21
1st Decay 122nd year of Ascendancy at 07:52 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Koare the Krog Harbinger level 28
44th Regrowth 123rd year of Ascendancy at 16:52 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Koare the Krog Harbinger level 25
10th Regrowth 123rd year of Ascendancy at 11:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Koare the Krog Harbinger level 10
1st Summertide 122nd year of Ascendancy at 17:53 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Koare the Krog Harbinger level 20
77th Haze 122nd year of Ascendancy at 17:25 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Koare the Krog Harbinger level 26
20th Regrowth 123rd year of Ascendancy at 22:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Koare the Krog Harbinger level 6
6th Mirth 122nd year of Ascendancy at 16:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Koare the Krog Harbinger level 21
2nd Decay 122nd year of Ascendancy at 11:04 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Koare the Krog Harbinger level 15
26th Haze 122nd year of Ascendancy at 01:33 see stats
Log
Infusion: Wild is still on cooldown for 10 turns.
Koare uses Infusion: Regeneration.
Koare starts regenerating health quickly.
Naga myrmidon uses Spit Poison.
Koare is poisoned!
Koare feels pain again.
Talent Countershock is ready to use.
Bleeding from Poruwen the assassin hits Koare for 65 physical damage.
Koare hits Poruwen the assassin for 39 physical damage.
Koare hits Large white snake for 46 physical damage.
Koare hits Naga myrmidon for 36 physical damage.
Thorn Grab from Koare hits Koare for (11 antimagic), 0 nature (0 total damage).
Poison from Naga myrmidon hits Koare for (40 antimagic), 0 nature (0 total damage).
Naga myrmidon hits Koare for (51 antimagic), 0 nature (0 total damage).
Poruwen the assassin performs a melee critical strike against Koare!
Poruwen the assassin performs a melee critical strike against Koare!
Koare's Dig is disrupted by his wounds!
Melee retaliation hits Poruwen the assassin for 9 lightning, 4 acid, 9 lightning, 4 acid (29 total damage).
Poruwen the assassin hits Koare for 159 physical, 139 physical, (5 antimagic), 0 lightning, (10 antimagic), 0 cold (299 total damage).
Naga myrmidon uses Stunning Blow.
Koare resists the stunning blow!
Melee retaliation hits Naga myrmidon for 9 lightning, 8 acid (18 total damage).
Naga myrmidon hits Koare for 164 physical damage.
Poruwen the assassin strikes Koare with hidden blades!
Koare's Foreshock is disrupted by his wounds!
Poruwen the assassin performs a melee critical strike against Koare!
Melee retaliation hits Poruwen the assassin for 9 lightning, 4 acid, 9 lightning, 4 acid, 9 lightning, 4 acid (44 total damage).
Poruwen the assassin hits Koare for 6 physical, 164 physical (170 total damage).
Koare the level 29 krog harbinger was maimed to death by Poruwen the assassin on level 2 of Hettegund.
























































































