











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: 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 Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Race/Class Locks 1.7.0Modifies 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: Wilder Balance 1.7.4Balances a bit the Wyrmic and Stone Warden classes. Wyrmic: Wyrmic is now a hybrid mindstar user and mindcaster class, Wyrmic do not need now physical power as apply power, just mindpower. This addon does not interact with DLC contents. - starts with Cunning - Survival unlocked - Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower - Ice Claw cooldown is lower - Swallow deals physical damage, apply power is mindpower - Lightning Speed cooldown is lower, removed the colour & blur - Corrosive Mist is now a shielding talent - Prismatic Slash is passive, inceasing the radius of Claw talents Stone Warden: - Deeprock is instant, lower cooldown - Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value - Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...) - Shards sustain gives physical resistance (to have synergie with Mountainhewn) - Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 23 / 43% |
Size | medium |
Lifes / Deaths | Killed by Cyroda the elven warrior at level 12 on the 70th Haze 122nd year of Ascendancy at 20:18 0 / 6Killed by Adyna the green worm mass at level 13 on the 70th Haze 122nd year of Ascendancy at 23:20 Killed by Isyreta the red crystal at level 18 on the 13rd Regrowth 123rd year of Ascendancy at 02:36 Killed by Xanenn the gigantic corrosive tunneler at level 20 on the 40th Regrowth 123rd year of Ascendancy at 10:34 Killed by Xanykira the gigantic corrosive tunneler at level 21 on the 41st Regrowth 123rd year of Ascendancy at 13:03 Killed by Bethomina the temporal stalker at level 23 on the 48th Regrowth 123rd year of Ascendancy at 12:09 |
Primary Stats
Strength | 63 (base 53) |
Dexterity | 22 (base 10) |
Constitution | 18 (base 11) |
Magic | 10 (base 10) |
Willpower | 76 (base 47) |
Cunning | 33 (base 10) |
Resources
Life | -48/1060 |
Equilibrium | 92 |
Healing Factor | 1.0711363549268 |
Regeneration | 17.421550744278 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +22.609950326513% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 37.712164534463 |
See Invisible | 36.712164534463 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 62 |
Accuracy | 66 |
Crit Chance | 23% |
APR | 32 |
Speed | 0.97 |
Offense: Offhand
Damage | 72 |
Accuracy | 66 |
Crit Chance | 24% |
APR | 40 |
Speed | 0.97 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 39% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +16% |
Blight | +8% |
Physical | +11% |
Cold | +8% |
All | 0% |
Lightning | +8% |
Darkness | +50% |
Fire | +8% |
Nature | +21% |
Offense: Damage Penetration
Cold | +12% |
Lightning | +12% |
Acid | +21% |
Darkness | +20% |
Blight | +12% |
Physical | +27% |
Fire | +27% |
Nature | +14% |
Defense: Base
Armour (hardiness) | 26.335093952971 (47.857809501309%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 6 |
Physical Save | 41 |
Spell Save | 25 |
Mental Save | 38 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 15%( 70%) |
Physical | + 15%( 70%) |
Cold | + 31%( 70%) |
All | + 2%( 70%) |
Lightning | + 18%( 70%) |
Temporal | + 5%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 15%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Confusion Resistance | 10% |
Poison Resistance | 0% |
Blind Resistance | 36% |
Disarm Resistance | 26% |
Bleed Resistance | 20% |
Teleport Resistance | 20% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 54% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Willpower 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 mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 810% 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 Strength 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Isyreta the red crystal. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. 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 ice ant stinger. * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within14 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +1 Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% lightning +3% temporal +6% nature +6% darkness Max.HP +42.00 ---------- 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +10 Wil +1 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +1 Resists +12% acid +12% cold +6% darkness Crit.chn- 10.00% Die.at -40.00 life Max.HP +80.00 Confus- +10% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% fire ----- def ----- Armour +2 Defense +15 (+8 eff.) Resists +3% blight Max.HP +80.00 Cut- +20% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 604 Base Damage: 277 Armor: 30 All Resist: 14 Puts all charms on 22 cooldown 100% to reduce fatigue by 44% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +5 See.Stealth +10 See.Invis +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +18% darkness Acc +7 (+3 eff.) ----- def ----- Resists +33% darkness Max.HP +22.00 Disarm- +26% Pinning- +24% Knockbk- +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 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 2.6 Pwr.cost 30 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 315 (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. |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +4 arcane +8 fire On Crit.r2 +16 fire While equipped: Stats +2 Cun dps ---------- Mind.crit +10% Crit.mult +15.00% Mind.pwr +6 (+2 eff.) Melee+ 2 lightning 2 physical 4 fire 4 acid 4 cold Melee Ret 2 fire ----- def ----- Resists +5% lightning +4% physical +4% cold +8% fire +3% acid ---------- misc Hate/m.crit +3.00 Psi/m.crit +4.00 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. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Phys.crit +10.0% Mind.crit +8% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature Power 108% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature 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 +8 (+3 eff.) Melee+ 10 acid Dmg.mod +8% acid +5% nature Res.pen +9% acid +2% nature ----- def ----- Resists +4% acid +2% nature HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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 | ![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Wil +3 Cun dps ---------- Mind.crit +6% Dmg.mod +24% darkness +3% physical Res.pen +8% darkness +10% physical Acc +15 (+5 eff.) Apr +1 ----- def ----- Defense +11 (+6 eff.) Resists +15% darkness Phys.save +11 (+4 eff.) Stealth +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: ----- def ----- Armour +17 Defense +3 (+2 eff.) Fatigue +1% Resists +6% physical +3% nature +9% cold Phys.save +24 (+8 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Teleport- +20% A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Magic 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 |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 31% faster, and you are invisible (power 15). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +6% mind Amulets make your neck look great! |
![]() 0.1 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... |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +8 Con dps ---------- Apr +1 ----- def ----- Armour +4 Defense +15 (+8 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% cold Melee Ret 2 temporal ----- def ----- Resists +9% darkness Max.HP +24.00 Disarm- +24% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +4 Wil +3 Cun dps ---------- Spell.pwr +6 (+6 eff.) ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.mana +40.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 128% 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! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Defense +6 (+3 eff.) ---------- misc Mana/turn +0.13 Max.mana +42.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon Reqs Mag 16 [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+6 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 127% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +17% cold Res.pen +12% cold Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 114% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Res.pen +25% physical Apr +2 ----- def ----- Resists +12% lightning Phys.save +6 (+2 eff.) ---------- misc Max.stam +20.00 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Master Power 147% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +1.5% Atk.spd 100% Phasing +19% On Crit.r2 +8 lightning On Hit: * Create an explosion dealing 15 acid damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +14% acid Res.pen +20% acid ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +30.00 Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Master Power 108% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+3 eff.) Apr +9 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 cold Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Dmg.mod +3% nature +21% darkness Res.pen +10% mind ----- def ----- Resists +3% darkness ---------- misc Equi/ret +0.08 Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Res.pen +9% physical Acc +16 (+6 eff.) Apr +6 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 107% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +6% blight Phasing +20% Acc +5 (+2 eff.) Melee Ret 6 temporal ---------- misc Vim/s.crit +2.00 Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 220.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +16 lightning On Crit.r2 +8 darkness On Hit: * 10% chance to reduce damage dealt by 27% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee Ret 6 light On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +12% light +3% lightning Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.80 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 72% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +10.00 HP.reg +0.50 Disease- +11% ---------- 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% lightning +6% fire +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 45 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. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 84% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 blight While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +7% acid +7% physical +7% fire +12% arcane +5% cold Res.pen +4% acid +5% fire +4% cold +4% physical ----- def ----- Heal/summ +24 ---------- misc Max.summ +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. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 82% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 physical Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +4% physical ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 99% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 20% Str, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+2 eff.) ---------- 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. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 72 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 shot ammo [Ego] Nature Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +9 cold On Crit.r2 +6 cold Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +12% light ----- def ----- Resists +18% light +9% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +6% acid +7% cold Max.HP +33.00 HP.reg +4.20 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +3 Dex ----- def ----- Armour +15 Defense +19 (+10 eff.) Fatigue +8% Mind.save +12 (+5 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold Mind.save +11 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% light +11% darkness A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.crit +3% S.pwr/crit +6 Dmg.mod +6% fire ----- def ----- Armour +15 Fatigue +22% Resists +6% acid +7% physical +12% light +5% fire +7% lightning +6% cold A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +24% nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +9 Fatigue +22% Resists +6% mind Mind.save +14 (+5 eff.) ---------- misc Hate/m.crit +2.00 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- Resists +6% lightning +6% temporal Stealth +6 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +3% fire Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Resists +6% nature Max.HP +32.00 ---------- 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. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +2% Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Dex +2 Mag +2 Wil +1 Cun ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Cun +1 Con dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% cold +9% temporal Res.pen +5% cold ----- def ----- Armour +5 Fatigue -11% Resists +9% temporal +3% cold Phys.save +20 (+7 eff.) ---------- misc Max.enc +76 Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 150% 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. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +10 Con dps ---------- Dmg.mod +12% cold +12% temporal On Hit (Melee): * 20% chance to slow global speed by 61% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Hardiness +9% Resists +6% temporal +7% physical 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature Acc +13 (+5 eff.) Melee Ret 4 blight ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +9% temporal +6% nature Phys.save +13 (+5 eff.) Mind.save +12 (+5 eff.) Disarm- +48% 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 8 temporal Ranged+ 11 temporal Dmg.mod +6% arcane +5% temporal Res.pen +10% arcane ----- def ----- Armour +2 Fatigue +3% Resists +14% temporal +5% arcane +12% light Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Dex ----- def ----- Defense +26 (+13 eff.) Crit.chn- 5.00% Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Poison- +10% Disarm- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Mind.crit +1% Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +12% mind Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +6 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 193.9 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex +4 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% acid Res.pen +5% acid Melee Ret 6 darkness ----- def ----- Armour +4 Fatigue +4% ---------- misc Max.hate +2.00 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 193.9 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Res.pen +10% mind +15% blight Apr +6 Melee Ret 6 blight ----- def ----- Armour +12 Defense +6 (+3 eff.) Fatigue +5% Resists +9% blight +9% mind +11% darkness +5% all Phys.save +14 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 4 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Dmg.mod +6% fire ----- def ----- Resists +6% mind Max.HP +44.00 ---------- misc Max.hate +4.00 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +2 Cun +6 Con dps ---------- Res.pen +5% nature ----- def ----- Resists +5% blight HP.reg +2.00 ---------- 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. |
![]() 1.0 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.(131 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Mind.crit +3% Dmg.mod +3% mind ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Achievements
By Treehugger the Thalore Wyrmic level 17
9th Allure 123rd year of Ascendancy at 02:00 see stats
By Treehugger the Thalore Wyrmic level 22
46th Regrowth 123rd year of Ascendancy at 13:09 see stats
By Treehugger the Thalore Wyrmic level 10
44th Haze 122nd year of Ascendancy at 08:12 see stats
By Treehugger the Thalore Wyrmic level 20
16th Regrowth 123rd year of Ascendancy at 09:49 see stats
By Treehugger the Thalore Wyrmic level 22
46th Regrowth 123rd year of Ascendancy at 12:32 see stats
By Treehugger the Thalore Wyrmic level 8
4th Mirth 122nd year of Ascendancy at 05:07 see stats
By Treehugger the Thalore Wyrmic level 16
7th Decay 122nd year of Ascendancy at 06:30 see stats
Log
Polubeth the green jelly's Fan of Knives hits Treehugger for 40 cold, 21 cold (61 total damage).
Polubeth the green jelly's Fan of Knives hits Treehugger for 58 cold, 21 cold (79 total damage).
Melee retaliation hits Polubeth the green jelly for 2 fire, 13 cold, 2 fire, 13 cold, 2 fire, 13 cold, 2 fire, 13 cold, 2 fire, 13 cold (73 total damage).
Garrote from Bethomina the temporal stalker strangles Treehugger!
Garrote from Bethomina the temporal stalker hits Treehugger for 15 cold, 4 cold (19 total damage).
Bleeding from Bethomina the temporal stalker hits Treehugger for 24 cold damage.
Burning from Polubeth the green jelly hits Treehugger for 51 cold damage.
Deadly Poison from Polubeth the green jelly hits Treehugger for 50 cold damage.
Melee retaliation hits Bethomina the temporal stalker for 1 fire, 12 cold (13 total damage).
Polubeth the green jelly receives 37 healing from Rime Wraith (Gelid Host) from Salelle the cutpurse.
Salelle the cutpurse receives 31 healing from Rime Wraith (Gelid Host) from Salelle the cutpurse.
Rime Wraith from Salelle the cutpurse hits Treehugger for 99 cold damage.
Salelle the cutpurse receives 31 healing from Rime Wraith from Salelle the cutpurse.
Leeching Poison from Treehugger hits Bethomina the temporal stalker for 53 nature damage.
Treehugger receives 57 healing from Bethomina the temporal stalker.
Treehugger gains 1% of a turn from Ancestral Life.
Polubeth the green jelly uses Mindlash.
Treehugger shrugs off the effect 'Off-balance'!
Treehugger is stunned!
Salelle the cutpurse casts Invoke Darkness.
Polubeth the green jelly hits Treehugger for 138 cold damage.
Salelle the cutpurse hits Treehugger for 55 darkness damage.
Bethomina the temporal stalker uses Dual Strike.
Bethomina the temporal stalker performs a melee critical strike against Treehugger!
Bethomina the temporal stalker performs a melee critical strike against Treehugger!
Bethomina the temporal stalker's spell attains critical power!
Treehugger's Dig is disrupted by her wounds!
Bethomina the temporal stalker hits Treehugger for 60 cold damage.
Melee retaliation hits Bethomina the temporal stalker for 1 fire, 6 cold, 1 fire, 5 cold (12 total damage).
Treehugger the level 23 thalore wyrmic was frozen and shattered into a million little shards to death by Bethomina the temporal stalker on level 2 of The Maze.