Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Allow Respec Anywhere 1.2.3Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
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:
Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Wyrmic |
Level / Exp | 42 / 41% |
Size | big |
Lifes / Deaths | Killed by Eiliniritha the gelatinous cube at level 21 on the 8th Allure 123rd year of Ascendancy at 00:59 3 / 4Killed by snow giant thunderer at level 25 on the 46th Regrowth 123rd year of Ascendancy at 23:10 Killed by Belyratta the orc warrior at level 33 on the 74th Pyre 123rd year of Ascendancy at 02:51 Killed by Velawyn the grizzly bear at level 40 on the 9th Regrowth 124th year of Ascendancy at 17:26 |
Primary Stats
Strength | 40 (base 22) |
Dexterity | 47 (base 39) |
Constitution | 23 (base 17) |
Magic | 16 (base 7) |
Willpower | 86.706123483606 (base 62) |
Cunning | 88.706123483606 (base 62) |
Resources
Life | 1662/1662 |
Souls | 1/10 |
Stamina | 415/415 |
Equilibrium | 43 |
Healing Factor | 1.8200000000001 |
Regeneration | 10.283000000001 |
Speed
Mental | +8.30930844296% |
Attack | +8.30930844296% |
Movement | +49.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 94 |
Accuracy | 61 |
Crit Chance | 32% |
APR | 56 |
Speed | 0.92 |
Offense: Offhand
Damage | 62 |
Accuracy | 61 |
Crit Chance | 34% |
APR | 32 |
Speed | 0.92 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 42% |
Speed | 0.92328167761005 |
Offense: Damage Bonus
All | +10% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 79.476784159089 (87.462686567164%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 18 |
Physical Save | 41 |
Spell Save | 41 |
Mental Save | 54 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Disarm Resistance | 36% |
Knockback Resistance | 85% |
Confusion Resistance | 10% |
Stun Resistance | 95% |
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (5/6)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -779 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
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 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 692% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Raze |
talent | Chant of Fortitude |
talent | Wild Growth |
talent | Psiblades |
talent | Icy Skin |
beneficial effect | Do not try to resist it! Ogric Wrath |
Quests
You abandoned lost sun paladin to death. | failed |
You abandoned lost sun paladin to death. | failed |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned injured seer to death. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 661. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed skeleton mage skull. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed warg claw. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of fire wyrm saliva. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed storm wyrm claw. * You've found the needed bloated horror heart. | active |
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! | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of dwarven-steel boots 'Baludor' (0 def, 9 armour) pair of dwarven-steel boots 'Baludor' (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -3% Changes stats: +1 Con Changes resistances: +1% physical Maximum encumbrance: +20 Maximum life: +20.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Maximum life: +60.00 Light radius: +3 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 82.48 fire and 60.42 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | Aeralle the Dimobeisance (0 def, 2 armour) Aeralle the Dimobeisance (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 acid / 7 fire / 8 cold / 6 lightning Damage when hit (Melee): 12 darkness Changes stats: +4 Mag / +4 Wil Changes resistances: +6% nature Changes resistances penetration: +5% darkness When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 ice / +9 fire / +18 acid / +12 lightning Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elven-wood totem of thorny skin 'Gunedrakath' [power 64] (20 cooldown) elven-wood totem of thorny skin 'Gunedrakath' [power 64] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% mind Critical mult.: +10.00% Only die when reaching: -40.00 life Mental crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Disarm immunity: +26% Pinning immunity: +29% Knockback immunity: +29% Maximum life: +28.00 Rings can have magical properties. |
On fingers | Elemental Fury Elemental FuryRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Around neck | Ravenrace RavenraceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 12 darkness Changes stats: +6 Str / +9 Dex / +8 Wil Changes resistances: +24% lightning Silence immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +45% Life regen: +2.40 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Amulets can have magical properties. |
In main hand | Psionic Fury (104% power, 49 apr, mind damage) Psionic Fury (104% power, 49 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 105% Range: 1.1x Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +49 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +19 (+5 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 278.20 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Bloomsoul (94% power, 25 apr, nature damage) Bloomsoul (94% power, 25 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 48% Wil, 19% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 50 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | marshal's cashmere cloak of implacability (2 def, 0 armour) marshal's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Physical save: +13 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Arulagund the Loamripper (5 def, 22 armour) Arulagund the Loamripper (5 def, 22 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 10 arcane resource burn Changes resistances: +8% acid / +13% cold / +3% nature / +3% fire Allows you to breathe in: water Life regen: +1.00 Maximum life: +61.00 Healing mod.: +15% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 13%; cure magical, physical, mental) Primal Infusion (affinity 13%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 284) healing infusion of the psychic (heal 284)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 284 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 263) healing infusion of the psychic (heal 263)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 263 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 270) healing infusion of the sneak (heal 270)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 and cleanse 1 wound and poison effect. Its effects scale with your Cunning 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. |
heroism infusion of the psychic (+21 for 11 turns, die at -951) heroism infusion of the psychic (+21 for 11 turns, die at -951)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -951 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+12 for 7 turns, die at -498) heroism infusion of the titan (+12 for 7 turns, die at -498)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 7 turns. While Heroism is active, you will only die when reaching -498 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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. |
movement infusion of the duelist (874% speed; 7 turns) movement infusion of the duelist (874% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 874% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (697% speed; 7 turns) movement infusion of the wizard (697% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 399 over 5 turns) regeneration infusion of the psychic (heal 399 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 12%; cure mental) wild infusion of the wizard (resist 12%; cure mental)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: 15 Travel Speed: 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 12% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Betymira the steel amulet Betymira the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +3 Wil / +3 Con Changes resistances: +12% fire / +12% cold Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Amulets can have magical properties. |
Brodular BrodularInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Con Changes resistances: +18% fire / +3% darkness / +12% physical Reduces incoming crit damage: 10.00% Physical save: +19 (+6 eff.) Blindness immunity: +36% Poison immunity: +5% Life regen: +1.50 Stamina each turn: +0.80 Maximum life: +58.00 Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
Duvokalthogrim the Obsidianpunish Duvokalthogrim the ObsidianpunishInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Effects on melee hit: * 10 arcane resource burn * 30% chance to inflict damage reduction Changes stats: +1 Str / +2 Mag / +2 Con Changes resistances: +10% physical Talent mastery: +0.40 Wild-gift / Higher draconic abilities Critical mult.: +16.00% Stamina each turn: +0.90 Light radius: +2 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 21% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Cinderblight CinderblightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +3 Wil / +2 Mag Changes resistances: +6% fire Changes resistances penetration: +10% mind Changes damage: +8% all Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +17 (+10 eff.) Spell crit. chance: +2% Mindpower: +15 (+4 eff.) Rings can have magical properties. |
Eilinykira EilinykiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +10 (+3 eff.) Disarm immunity: +43% Pinning immunity: +26% Knockback immunity: +33% Maximum life: +26.00 Rings can have magical properties. |
Fulevon FulevonInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Mag / +5 Cun / +5 Con Changes resistances: +7% nature / +8% blight Spell save: +13 (+4 eff.) Poison immunity: +14% Disease immunity: +19% Hate when firing a critical mind attack: +1.00 Maximum stamina: +11.00 Maximum hate: +9.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Fulumas the steel ring Fulumas the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Dex / +2 Wil / +2 Con Changes resistances: +26% light Changes damage: +13% light Infravision radius: +1 Rings can have magical properties. |
Hurolar HurolarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag Changes resistances: +20% acid Changes damage: +10% acid Light radius: +1 Rings can have magical properties. |
mule's copper ring of tenacity mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +23.00 Rings can have magical properties. |
psionicist's steel ring of tenacity psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +21% Maximum life: +28.00 Rings can have magical properties. |
rogue's copper ring of fire (+20%) rogue's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
wizard's steel ring wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Rings can have magical properties. |
Mercy (143% power, 9 apr) Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Latafayn (180% power, 5 apr) Latafayn (180% power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stat: 125% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
steel mace 'Shadowhunt' (107% power, 3 apr) steel mace 'Shadowhunt' (107% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 cold / +9 mind When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 darkness Changes damage: +3% darkness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Great Caller (100% power, 18 apr, nature damage) Great Caller (100% power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent 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) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 18 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
creative living mindstar of the jelly (117% power, 40 apr, nature damage) creative living mindstar of the jelly (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes damage: +5% acid Critical mult.: +14.00% Equilibrium when hit: +1.80 Mindpower: +10 (+3 eff.) Mental crit. chance: +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. |
dreamer's living mindstar of sand (116% power, 40 apr, nature damage) dreamer's living mindstar of sand (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This psionic mindstar dreams of an epiphany. Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 physical Changes resistances: +23% mind / +13% physical Changes resistances penetration: +14% physical Changes damage: +16% physical Mental save: +6 (+2 eff.) Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.3 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 23 of target armor and 11% 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. |
living mindstar of frost (114% power, 40 apr, mind damage) living mindstar of frost (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 16 ice Changes resistances: +13% cold Changes resistances penetration: +13% cold Changes damage: +12% cold Mindpower: +10 (+3 eff.) Mental crit. chance: +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. |
Blazeknave the drakeskin leather belt Blazeknave the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 4 mind / 4 fire Changes resistances: +3% mind / +9% fire Changes resistances penetration: +15% mind Critical mult.: +13.00% Maximum encumbrance: +51 Maximum life: +130.00 Maximum mana: +60.00 Maximum stamina: +55.00 Maximum hate: +16.00 Maximum psi: +40.00 Maximum vim: +36.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
Porina PorinaInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +4 Wil Changes resistances penetration: +10% blight Critical mult.: +23.00% Mental save: +11 (+3 eff.) Maximum life: +125.00 Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
Emydarin the pair of dwarven-steel boots (0 def, 4 armour) Emydarin the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +3 Wil Changes resistances penetration: +7% physical Mental save: +25 (+7 eff.) Cut immunity: +15% Disarm immunity: +15% Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spiderbraid (0 def, 9 armour) Spiderbraid (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +9 Fatigue: +3% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 nature Changes resistances penetration: +5% arcane / +8% physical Infravision radius: +2 A pair of boots made of leather. |
invigorating pair of dwarven-steel boots (0 def, 4 armour) invigorating pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Stamina each turn: +0.50 Maximum life: +32.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's iron gauntlets of dispersion (0 def, 1 armour) brawler's iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +3 Str / +2 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Set Up (10% chance level 1). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Radhokhad' (0 def, 1 armour) iron gauntlets 'Radhokhad' (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.30 Stamina each turn: +0.70 Only die when reaching: -80.00 life Maximum stamina: +12.00 When used to modify unarmed attacks: Power: 110% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Silyma the linen wizard hat (1 def, 0 armour) Silyma the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Fatigue: -2% Mana each turn: +0.12 Spellpower: +3 (+3 eff.) Spell crit. chance: +3% Healing mod.: +15% A pointy cloth hat, very wizardly... |
Polewe (dig speed 6 turns) Polewe (dig speed 6 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Changes stats: +6 Str Changes resistances: +7% fire / +7% darkness / +5% arcane Changes damage: +9% mind / +9% fire Mental save: +10 (+3 eff.) Stun/Freeze immunity: +5% Knockback immunity: +5% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (140 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Skyoracle' alchemist's lamp 'Skyoracle'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% fire / +12% cold / +6% light / +3% nature Changes resistances penetration: +5% lightning Physical save: +11 (+4 eff.) Light radius: +3 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 521.24 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
hateful steel torque of psychoportation [power 29] (30 cooldown) hateful steel torque of psychoportation [power 29] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 29), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of kinetic psionic shield [power 49] (20 cooldown) psionic steel torque of kinetic psionic shield [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of clear mind [power 3] (10 cooldown) quiet dwarven-steel torque of clear mind [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield [power 119] (20 cooldown) stralite torque of charged psionic shield [power 119] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 119 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Brodoredig [power 47] (20 cooldown) Brodoredig [power 47] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +5% acid / +15% mind Talent granted: +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of cure ailments [power 1] (7 cooldown) quick elm totem of cure ailments [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments [power 2] (10 cooldown) yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By MODERN ART the Ogre Wyrmic level 32
38th Pyre 123rd year of Ascendancy at 07:22 see stats
By MODERN ART the Ogre Wyrmic level 22
4th Regrowth 123rd year of Ascendancy at 08:12 see stats
By MODERN ART the Ogre Wyrmic level 31
36th Pyre 123rd year of Ascendancy at 16:55 see stats
By MODERN ART the Ogre Wyrmic level 35
2nd Mirth 123rd year of Ascendancy at 03:23 see stats
By MODERN ART the Ogre Wyrmic level 33
74th Pyre 123rd year of Ascendancy at 10:47 see stats
By MODERN ART the Ogre Wyrmic level 39
61st Dusk 123rd year of Ascendancy at 16:41 see stats
By MODERN ART the Ogre Wyrmic level 34
76th Pyre 123rd year of Ascendancy at 01:47 see stats
By MODERN ART the Ogre Wyrmic level 42
68th Regrowth 124th year of Ascendancy at 23:30 see stats
By MODERN ART the Ogre Wyrmic level 20
6th Allure 123rd year of Ascendancy at 04:02 see stats
By MODERN ART the Ogre Wyrmic level 39
61st Dusk 123rd year of Ascendancy at 16:41 see stats
By MODERN ART the Ogre Wyrmic level 22
3rd Regrowth 123rd year of Ascendancy at 10:17 see stats
By MODERN ART the Ogre Wyrmic level 22
4th Regrowth 123rd year of Ascendancy at 07:21 see stats
By MODERN ART the Ogre Wyrmic level 10
14th Dusk 122nd year of Ascendancy at 04:49 see stats
By MODERN ART the Ogre Wyrmic level 20
5th Allure 123rd year of Ascendancy at 07:34 see stats
By MODERN ART the Ogre Wyrmic level 30
18th Pyre 123rd year of Ascendancy at 01:09 see stats
By MODERN ART the Ogre Wyrmic level 40
66th Dusk 123rd year of Ascendancy at 17:16 see stats
By MODERN ART the Ogre Wyrmic level 19
79th Haze 122nd year of Ascendancy at 03:57 see stats
By MODERN ART the Ogre Wyrmic level 26
50th Regrowth 123rd year of Ascendancy at 11:38 see stats
By MODERN ART the Ogre Wyrmic level 34
76th Pyre 123rd year of Ascendancy at 08:46 see stats
By MODERN ART the Ogre Wyrmic level 11
17th Dusk 122nd year of Ascendancy at 16:26 see stats
By MODERN ART the Ogre Wyrmic level 22
4th Regrowth 123rd year of Ascendancy at 08:12 see stats
By MODERN ART the Ogre Wyrmic level 11
70th Dusk 122nd year of Ascendancy at 03:00 see stats
By MODERN ART the Ogre Wyrmic level 36
12nd Dusk 123rd year of Ascendancy at 23:03 see stats
By MODERN ART the Ogre Wyrmic level 28
14th Pyre 123rd year of Ascendancy at 05:49 see stats
By MODERN ART the Ogre Wyrmic level 17
58th Haze 122nd year of Ascendancy at 04:30 see stats
By MODERN ART the Ogre Wyrmic level 31
35th Pyre 123rd year of Ascendancy at 18:17 see stats
By MODERN ART the Ogre Wyrmic level 42
70th Regrowth 124th year of Ascendancy at 02:29 see stats
Log
Training Dummy resists the mind attack!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
Training Dummy resists the mind attack!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART's spell attains critical power!
MODERN ART hits Training Dummy for 21 darkness, 10 mind, 9 mind, 14 darkness, 23 fire, 21 darkness, 10 mind, 9 mind, 14 darkness, 18 cold, 21 darkness, 10 mind, 9 mind, 14 darkness, 18 lightning, 21 darkness, 10 mind, 4 mind, 14 darkness, 18 arcane, 21 darkness, 1 fire, 21 darkness, 1 cold, 34 darkness, 1 lightning, 21 darkness, 1 arcane, 34 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 cold, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 0 fire, 21 darkness, 0 cold, 21 darkness, 0 lightning, 21 darkness, 0 arcane, 21 darkness, 1 fire, 34 darkness, 1 cold, 21 darkness, 1 lightning, 21 darkness, 1 arcane, 34 darkness, 0 mind, 14 mind, 23 darkness, 1 fire, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 cold, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 arcane, 34 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 cold, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 arcane, 21 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 1 mind, 14 mind, 23 darkness, 1 fire, 21 darkness, 1 mind, 14 mind, 23 darkness, 1 cold, 21 darkness, 1 mind, 14 mind, 23 darkness, 1 lightning, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 13 fire, 21 darkness, 10 cold, 21 darkness, 10 lightning, 34 darkness, 10 arcane, 21 darkness, 7 mind, 14 mind, 23 darkness, 18 fire, 21 darkness, 7 mind, 9 mind, 14 darkness, 13 cold, 21 darkness, 7 mind, 14 mind, 23 darkness, 13 lightning, 21 darkness, 7 mind, 9 mind, 14 darkness, 13 arcane, 21 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 cold, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 arcane, 21 darkness, 0 fire, 21 darkness, 0 cold, 21 darkness, 0 lightning, 34 darkness, 0 arcane, 21 darkness, 1 fire, 34 darkness, 1 cold, 34 darkness, 1 lightning, 21 darkness, 1 arcane, 34 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 cold, 34 darkness, 0 mind, 4 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 arcane, 34 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 cold, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 1 fire, 21 darkness, 1 cold, 34 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 1 mind, 14 mind, 23 darkness, 1 cold, 21 darkness, 1 mind, 4 mind, 14 darkness, 1 lightning, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 4 fire, 21 darkness, 3 cold, 21 darkness, 3 lightning, 21 darkness, 3 arcane, 34 darkness, 5 mind, 9 mind, 14 darkness, 12 fire, 21 darkness, 5 mind, 9 mind, 14 darkness, 9 cold, 21 darkness, 5 mind, 9 mind, 14 darkness, 9 lightning, 21 darkness, 5 mind, 9 mind, 14 darkness, 9 arcane, 34 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 1 mind, 14 mind, 23 darkness, 1 fire, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 cold, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 arcane, 34 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 1 mind, 7 mind, 23 darkness, 2 fire, 21 darkness, 1 mind, 14 mind, 23 darkness, 2 cold, 34 darkness, 1 mind, 9 mind, 14 darkness, 2 lightning, 34 darkness, 1 mind, 14 mind, 23 darkness, 2 arcane, 34 darkness, 2 fire, 21 darkness, 2 cold, 21 darkness, 2 lightning, 21 darkness, 2 arcane, 21 darkness, 1 mind, 9 mind, 14 darkness, 3 fire, 34 darkness, 1 mind, 14 mind, 23 darkness, 2 cold, 21 darkness, 1 mind, 9 mind, 14 darkness, 2 lightning, 21 darkness, 1 mind, 9 mind, 14 darkness, 2 arcane, 21 darkness, 1 fire, 21 darkness, 1 cold, 34 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 1 mind, 14 mind, 23 darkness, 1 cold, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 arcane, 34 darkness, 1 fire, 21 darkness, 1 cold, 34 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 4 mind, 14 darkness, 1 cold, 34 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 0 fire, 21 darkness, 0 cold, 34 darkness, 0 lightning, 21 darkness, 0 arcane, 34 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 34 darkness, 1 arcane, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 fire, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 cold, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 lightning, 21 darkness, 0 mind, 14 mind, 23 darkness, 1 arcane, 21 darkness, 1 fire, 21 darkness, 1 cold, 34 darkness, 1 lightning, 21 darkness, 1 arcane, 21 darkness, 0 mind, 4 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 cold, 34 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 1 fire, 21 darkness, 1 cold, 21 darkness, 1 lightning, 34 darkness, 1 arcane, 21 darkness, 1 mind, 14 mind, 23 darkness, 1 fire, 34 darkness, 1 mind, 9 mind, 14 darkness, 1 cold, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 1 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 0 fire, 21 darkness, 0 cold, 21 darkness, 0 lightning, 21 darkness, 0 arcane, 34 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 cold, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 arcane, 21 darkness, 0 fire, 21 darkness, 0 cold, 34 darkness, 0 lightning, 34 darkness, 0 arcane, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 fire, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 cold, 21 darkness, 0 mind, 9 mind, 14 darkness, 1 lightning, 34 darkness, 0 mind, 9 mind, 14 darkness, 1 arcane (6830 total damage).
Talent Ogric Wrath is ready to use.
MODERN ART casts Ogric Wrath.
MODERN ART enters an ogric frenzy.
MODERN ART deactivates Mental Tyranny.
MODERN ART deactivates Psiblades.
MODERN ART calms down.
MODERN ART deactivates Wild Growth.
MODERN ART deactivates Chant of Fortitude.
MODERN ART deactivates Icy Skin.
MODERN ART deactivates Raze.