










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.5.4Donators/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. Ashes of Urh'Rok 1.5.0Official 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logical Alchemists 1.3.3Makes alchemists focus on creating elixirs that you are not currently helping them with. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.5.0Official 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:
Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.5.9Official 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 Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Solipsist |
| Level / Exp | 25 / 14% |
| Size | small |
| Lifes / Deaths | Killed by Aeroldanor the corrupted protosentient globula at level 25 on the 63rd Haze 122nd year of Ascendancy at 10:50 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 75 (base 55) |
| Cunning | 64 (base 49) |
Resources
| Life | -67/372 |
| Equilibrium | 0 |
| Psi | 194/438 |
| Healing Factor | 1.64375 |
| Regeneration | 102.5206875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +111.06350126991% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 21 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 43 |
| Crit Chance | 29% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 43 |
| Crit Chance | 29% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | -13% |
| Darkness | -8% |
| Mind | +1% |
| All | -20% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 46.551211628464 (74.117647058824%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 9 |
| Physical Save | 19.97 |
| Spell Save | 12.27 |
| Mental Save | 50 |
Defense: Resistances
| Acid | -10%( 70%) |
| Blight | + 42%( 70%) |
| Physical | -9%( 70%) |
| Cold | + 46%( 70%) |
| All | -10%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 3%( 70%) |
| Mind | -4%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | -3%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Silence Resistance | 25% |
| Stun Resistance | 40% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 311 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 215 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+11% global speed). Clarity |
| detrimental effect | The target is cursed, reducing all damage done by 20%. Curse of Impotence |
| detrimental effect | The target is cursed, reducing defence and all saves by 46. Curse of Defenselessness |
| beneficial effect | A flow of life spins around the target, regenerating 62.12 life per turn. Regeneration |
| beneficial effect | You gain 27% resistance against blight. Resolve |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is poisoned, taking 0.67 nature damage per turn. Poison |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)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 Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed multi-hued wyrm scale. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Mayunor the pair of rough leather boots (0 def, 7 armour) (On feet)]Mayunor the pair of rough leather boots (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: -4% (-) Critical mult.: +10.00% (-) Maximum encumbrance: +23 (-) Physical save: +6 (+5 eff.) (-) Silence immunity: +25% (-) Maximum psi: +50.00 (-) Mindpower: +6 (+2 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Rheblek the alchemist's lamp (Light source)]Rheblek the alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2(-) Str / +4(-) Dex / +9(-) Cun / +2(-) Con Grants telepathy: Demon/Minor Demon/Major Mental save: +8 (+3 eff.) (-) Light radius: +3 (-) See stealth: +11 (-) See invisible: +7 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. hardened leather cap 'Erelahor' (0 def, 7 armour) (On head)]hardened leather cap 'Erelahor' (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 (-) Fatigue: +3% (-) Damage when hit (Melee): 7(-) physical Changes stats: +3(-) Str / +3(-) Wil Mental save: +30 (+10 eff.) (-) Blindness immunity: +15% (-) Stun/Freeze immunity: +40% (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 43.4 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | [vs. Unlightbreeze of the Blightspawn (0 def, 6 armour) (On hands)]Unlightbreeze of the Blightspawn (0 def, 6 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% (-) Armour: +6 (-) Damage (Melee): 7(-) cold Effects when hit in melee: * 25% chance to inflict 15% damage reduction * 29% chance to disease Damage when hit (Melee): 0(-29) item blight disease / 0(-25) item darkness numbing Changes resistances: +9%(-) lightning / +1%(-) physical / +7%(-) cold Changes damage: +7%(-) cold Critical mult.: +7.00% (-) Mental save: +28 (+10 eff.) (-) Knockback immunity: +10% (-) Maximum life: +43.00 (-) Spell crit. chance: +10% (-) Mental crit. chance: +10% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Persistant Will (Tool)]Persistant Will Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8(-) Wil Changes damage: +12%(-) mind Mindpower: +10 (+4 eff.) (-) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | [vs. mule's steel ring (On fingers, 1 of 2)]mule's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% (-) Maximum encumbrance: +22 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring (On fingers, 1 of 2)]Mayawen the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Fatigue: +0% (+4%) Changes stats: +3 Str / +2 Dex / +3 Con Maximum encumbrance: +0 (-22) Physical save: +9 (+7 eff.) Only die when reaching: -20.00 life Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
| In main hand | [vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand, 1 of 2)]Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +3(-) Cun / +3(-) Wil Changes resistances: +6%(-) lightning / +6%(-) cold / +6%(-) fire Critical mult.: +9.00% (-) Physical save: +2 (+2 eff.) (-) Mindpower: +6 (+2 eff.) (-) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused 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 | [vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand, 1 of 2)]vined mindstar 'Blazepower' (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +8 light When wielded/worn: Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-6%) lightning / +12% light / +0%(-6%) cold / +5% mind / +0%(-6%) fire Grants telepathy: Humanoid/Orc Critical mult.: +15.00% (+6.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Mental save: +4 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. Mayoldavena the Dourpiety (2 def, 0 armour) (Cloak)]Mayoldavena the Dourpiety (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (-) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 0(-30) item darkness numbing Damage when hit (Melee): 16(-) darkness Changes stats: +3(-) Str / +3(-) Con Changes resistances penetration: +20%(-) mind Changes damage: +9%(-) mind / +12%(-) darkness Physical save: +8 (+6 eff.) (-) Maximum life: +63.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Strength 24 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 (-) Defense: +4 (+0 eff.) (-) Fatigue: +14% (-) Changes stats: +3(-) Dex / +3(-) Wil / +3(-) Con Changes resistances: +18%(-) cold / +18%(-) darkness / +18%(-) nature Healing mod.: +25% (-) Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
[vs. Infusion: Healing [healing infusion of the psychic (heal 213)] (on body)]healing infusion of the psychic (heal 228) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 and cleanse 1 wound and 1 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. |
[vs. Infusion: Movement [movement infusion (487% speed; 5 turns)] (on body)]movement infusion of the duelist (526% speed; 8 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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526%(+39%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8(+3) 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. |
[vs. Infusion: Movement [movement infusion (487% speed; 5 turns)] (on body)]movement infusion of the wizard (526% speed; 5 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526%(+39%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5(-) 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. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 256 over 5 turns)] (on body)]regeneration infusion of the sneak (heal 278 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: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278(-33) life over 5(-) turns. 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. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 256 over 5 turns)] (on body)]regeneration infusion of the warrior (heal 121 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121(-189) life over 5(-) turns. Its effects scale with your -Cunning, +Strength 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. |
[vs. Infusion: Wild (on body)]wild infusion (resist 20%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 or physical effect and reduce all damage taken by 20%(+6%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. 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. |
[vs. Infusion: Wild (on body)]wild infusion of the duelist (resist 26%; cure magical, mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 reduce all damage taken by 26%(+12%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level.vision rune (radius 11; dur 17; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 11) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.vision rune (radius 9; dur 16; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 13) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Withering Orbs (Around neck)]Runidur Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +16 Fatigue: -4% Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +6 Mag Changes resistances penetration: +5% mind Grants telepathy: Dragon Critical mult.: +16.00% Physical save: +21 (+12 eff.) Spell save: +18 (+14 eff.) Mental save: +17 (+5 eff.) Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +38.00 Mindpower: +4 (+1 eff.) (-1 (-1 eff.)) Infravision radius: +1 See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)]Zubuwyn the gold amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +6 Dex / +4 Wil / +11 Cun / +5 Con Changes resistances: +3% nature Life regen: +0.60 Stamina each turn: +0.50 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Movement speed: +10% Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)]gold amulet 'Brenarerach' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Damage when hit (Melee): 8 temporal Changes stats: +6 Dex / +5 Wil / +3 Cun / +3 Con Changes resistances: +6% acid Cut immunity: +60% Life regen: +0.80 Stamina each turn: +1.10 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Movement speed: +10% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 315 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)]stabilizing copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +25% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. mule's steel ring (On fingers, 1 of 2)]Eliwe the Airwire Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Damage when hit (Melee): 8 lightning Changes stats: +5 Con Changes resistances: +9% cold / +9% temporal Maximum encumbrance: +0 (-22) Physical save: +10 (+7 eff.) Confusion immunity: +30% Only die when reaching: -80.00 life Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring (On fingers, 1 of 2)]Flamesnake the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes resistances: +12% acid Changes resistances penetration: +20% acid Changes damage: +18% acid / +6% fire Maximum encumbrance: +0 (-22) Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring (On fingers, 1 of 2)]Galethra Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% (-) Changes stats: +1 Dex / +1 Con Changes resistances: +20% fire / +22% cold Changes damage: +10% fire / +11% cold Maximum encumbrance: +0 (-22) Silence immunity: +20% Mana each turn: +0.10 Light radius: +1 See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring (On fingers, 1 of 2)]steel ring 'Pitchknave' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Fatigue: +0% (+4%) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 15% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 15% chance to blind Damage (Ranged): 20 light Changes stats: +9 Cun / +11 Dex Changes resistances: +6% darkness Changes damage: +9% arcane Maximum encumbrance: +0 (-22) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring (On fingers, 1 of 2)]titan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +3 Con Maximum encumbrance: +0 (-22) Physical save: +6 (+5 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring (On fingers, 1 of 2)]titan's copper ring of clarity Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +2 Con Maximum encumbrance: +0 (-22) Physical save: +4 (+3 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring (On fingers, 1 of 2)]warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Fatigue: +0% (+4%) Changes stats: +2 Str Maximum encumbrance: +0 (-22) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring (On fingers, 1 of 2)]warrior's copper ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Fatigue: +0% (+4%) Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +0 (-22) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand)]Delylahek the stralite battleaxe (69-103.5 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 69.0 - 103.5(+64.0 - +98.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-15) Crit. chance: +7.5% (+4.5%) Attack speed: 100% (-) Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +13 Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +3%(-3%) lightning / +6%(-) fire / +6%(-) cold / +6% temporal Changes resistances penetration: +14% cold Critical mult.: +0.00% (-9.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Spell save: +9 (+7 eff.) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-2%) Massive two-handed battleaxes. |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. Dazzlekill the steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2(+19.5 - +33.7) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-16) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 40% chance to blind (+40%) Damage (Melee): +14 temporal / +13 nature Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold / +3% light / +0%(-6%) fire Changes damage: +6% light / +12% fire Critical mult.: +0.00% (-9.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-2%) Massive two-handed swords. |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand)]Halidil the iron longsword (16.5-23.1 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.5 - 23.1(+11.5 - +17.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-16) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +6 Str / +2 Dex / +0(-3) Wil / +0(-3) Cun Changes resistances: +0%(-6%) lightning / +0%(-6%) cold / +0%(-6%) fire Critical mult.: +0.00% (-9.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Poison immunity: +20% Stun/Freeze immunity: +10% Maximum life: +10.00 Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-2%) Sharp, long, and deadly. |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand)]Unlightpyre of the Blightspawn (24-33.6 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6(+19.0 - +28.1) Uses stat: 100% Str Damage type: Nature Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-14) Crit. chance: +3.5% (+0.5%) Attack speed: 111% (+11%) On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +13 nature Burst (radius 2) on crit: +11 fire When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +6 Changes stats: -4 Str / +3 Dex / +4(+1) Wil / +0(-3) Cun Changes resistances: +0%(-6%) lightning / +3%(-3%) cold / +0%(-6%) fire Changes resistances penetration: +7% fire Critical mult.: +0.00% (-9.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Blindness immunity: +20% Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-2%) Global speed: +3% Sharp, long, and deadly. |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand)]Murkstrike (13-18.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2(+8.0 - +12.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-16) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) On weapon crit: + wounds the target for 7 turns: 10 bleeding, 42% reduced healing When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+3 eff.) Damage when hit (Melee): 12 nature Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold / +0%(-6%) fire Changes resistances penetration: +15% nature Changes damage: +6% blight Critical mult.: +10.00% (+1.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-2%) Blunt and deadly. |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand, 1 of 2)]Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8(+3.0 - +3.3) Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 (-5) Crit. chance: +7.0% (+4.0%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold / +0%(-6%) fire Talent mastery: +0.20 Wild-gift / Fungus Critical mult.: +0.00% (-9.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Life regen: +2.00 Mindpower: +8 (+2 eff.) (+2 (+0 eff.)) Mental crit. chance: +4% (+2%) 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 44 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. Tap to cycle through comparison choices |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand, 1 of 2)]Eclipsewaker (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 8.5 - 9.4(+3.5 - +3.9) Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+6) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +12 darkness When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +9% acid / +6% blight / +0%(-6%) cold / +0%(-6%) fire / +0%(-6%) lightning Changes resistances penetration: +10% acid / +15% blight Changes damage: +10% acid / +5% nature Critical mult.: +0.00% (-9.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Disease immunity: +17% Life regen: +1.20 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +10 (+3 eff.) (+4 (+1 eff.)) Mental crit. chance: +9% (+7%) Life leech chance: +14% Life leech: +8% 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. Tap to cycle through comparison choices |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar 'Suntide' (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-2.5 - -2.8) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Cun / +3(+0) Wil Changes resistances: +12% acid / +6% darkness / +12% blight / +9%(+3%) fire / +0%(-6%) cold / +0%(-6%) lightning Critical mult.: +0.00% (-9.00%) Physical save: +3 (+2 eff.) (+1 (+1 eff.)) Only die when reaching: -80.00 life Mindpower: +2 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +1% (-1%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. Tap to cycle through comparison choices |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand, 1 of 2)]summoner's thorny mindstar of sand (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Base power: 8.0 - 8.8(+3.0 - +3.3) Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+6) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 9 physical Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-6%) lightning / +10% physical / +0%(-6%) fire / +0%(-6%) cold Changes resistances penetration: +7% physical Changes damage: +10% physical Critical mult.: +0.00% (-9.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +10 (+3 eff.) (+4 (+1 eff.)) Mental crit. chance: +4% (+2%) It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 10% 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. Tap to cycle through comparison choices |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand, 1 of 2)]vined mindstar 'Dourvagrant' (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-0.5 - -0.5) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+0) Crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +20 darkness When wielded/worn: Changes stats: +5(+2) Cun / +0(-3) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold / +15% darkness / +0%(-6%) fire Changes damage: +27% mind Critical mult.: +7.00% (-2.00%) Physical save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +4 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Borekalthoroddathad the vined mindstar (5-5.5 power, 18 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. Malisus the Radiancestreak (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+10.0 - +12.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-15) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 40% chance to inflict 15% damage reduction (+40%) * 40% chance to blind (+40%) Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 light When wielded/worn: Armour: +5 Armour Hardiness: +6% Damage when hit (Melee): 8 darkness Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-6%) lightning / +6% light / +0%(-6%) cold / +0%(-6%) fire / +9% darkness Changes damage: +15% lightning / +6% light Talent granted: +1 Command Staff Critical mult.: +0.00% (-9.00%) Physical save: +6 (+5 eff.) (+4 (+3 eff.)) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-2%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Girdle of the Calm Waters (Around waist)]Sparknigh Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Cun / +2(-1) Wil Changes resistances: +6% lightning / +0%(-20%) cold / +0%(-20%) nature / +0%(-20%) blight Changes damage: +6% lightning Mental save: +30 (+10 eff.) Life regen: +1.70 Healing mod.: +16% (-14%) Heals friendly targets nearby when you use a nature summon: +40 A belt that goes around your waist. |
[vs. Mayoldavena the Dourpiety (2 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Fogbliss of the Blightspawn (2 def, 14 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) (-) Damage (Melee): 0(-30) item darkness numbing Effects when hit in melee: * 25% chance to inflict 15% damage reduction * 26% chance to disease Damage when hit (Melee): 0(-16) darkness Changes stats: +0(-3) Str / +0(-3) Con Changes resistances: +3% acid / +33% cold / +6% darkness / +15% temporal Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-9%) mind / +0%(-12%) darkness Physical save: +8 (+6 eff.) (-) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +0.00 (-63.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Mayoldavena the Dourpiety (2 def, 0 armour) (Cloak)]Korysus the linen cloak (7 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +7 (+0 eff.) (+5 (+0 eff.)) Ranged Defense: +6 (+6 eff.) Damage (Melee): 0(-30) item darkness numbing Damage when hit (Melee): 0(-16) darkness Changes stats: +0(-3) Str / +2 Wil / +0(-3) Con Changes resistances: +2% physical Changes resistances penetration: +0%(-20%) mind Changes damage: +6% physical / +0%(-9%) mind / +0%(-12%) darkness Critical mult.: +9.00% Physical save: +0 (+0 eff.) (-8 (-6 eff.)) Mental save: +6 (+2 eff.) Maximum life: +0.00 (-63.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-4) Defense: +12 (+0 eff.) (+8 (+0 eff.)) Fatigue: +0% (-14%) Changes stats: +0(-3) Dex / +4(+1) Wil / +3 Cun / +0(-3) Con Changes resistances: +15% acid / +12% physical / +0%(-18%) darkness / +0%(-18%) cold / +0%(-18%) nature Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+7 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +0% (-25%) It can be used to send out a range 5 beam of kinetic energy, dealing 39.34 to 49.18 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. Unlightbreeze of the Blightspawn (0 def, 6 armour) (On hands)]dwarven-steel gauntlets 'Yarovon' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-6.0%) Physical power: +10 (+5 eff.) Armour: +2 (-4) Damage (Melee): 0(-7) cold Damage when hit (Melee): 0(-29) item blight disease / 0(-25) item darkness numbing Changes stats: +3 Str / +2 Con Changes resistances: +0%(-9%) lightning / +0%(-1%) physical / +0%(-7%) cold Changes damage: +0%(-7%) cold Critical mult.: +0.00% (-7.00%) Mental save: +0 (+0 eff.) (-28 (-10 eff.)) Knockback immunity: +0% (-10%) Maximum life: +0.00 (-43.00) Spell crit. chance: +0% (-10%) Mental crit. chance: +0% (-10%) Healing mod.: +35% Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. hardened leather cap 'Erelahor' (0 def, 7 armour) (On head)]Beunaribar the linen wizard hat (1 def, 6 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-7) physical Changes stats: +2(-1) Str / +0(-3) Wil Changes damage: +12% physical Mental save: +0 (+0 eff.) (-30 (-10 eff.)) Blindness immunity: +0% (-15%) Stun/Freeze immunity: +0% (-40%) Life regen: +0.20 Psi each turn: +0.13 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
[vs. hardened leather cap 'Erelahor' (0 def, 7 armour) (On head)]Carrionkarma the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-3) Fatigue: +4% (+1%) Damage when hit (Melee): 0(-7) physical Changes stats: +6(+3) Str / +7 Dex / +0(-3) Wil / +2 Cun / +5 Con Changes damage: +21% nature Physical save: +11 (+8 eff.) Mental save: +8 (+2 eff.) (-22 (-8 eff.)) Blindness immunity: +0% (-15%) Stun/Freeze immunity: +0% (-40%) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. hardened leather cap 'Erelahor' (0 def, 7 armour) (On head)]Umbrastoker of the Blightspawn (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 (-3) Fatigue: +4% (+1%) Damage when hit (Melee): 0(-7) physical Changes stats: +7(+4) Str / -2(-5) Wil / +6 Con / +8 Lck Changes resistances: +7% blight Changes damage: +9% mind Mental save: +20 (+6 eff.) (-10 (-4 eff.)) Blindness immunity: +0% (-15%) Stun/Freeze immunity: +0% (-40%) Stamina each turn: +0.20 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. vined mindstar 'Blazepower' (5-5.5 power, 18 apr, mind damage) (In off hand)]This item will automatically be transmogrified when you leave the level. steel shield 'Malyladas' (6 def, 2 armour, 43 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-18) Crit. chance: +0.0% (-3.0%) Attack speed: inf% (inf%) Burst (radius 1) on hit: +0(-8) light When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Changes resistances: +21% lightning / +0%(-5%) mind / +0%(-12%) light Changes resistances penetration: +10% blight Changes damage: +21% arcane Grants telepathy: Humanoid/Orc Talent granted: +2 Block Critical mult.: +0.00% (-15.00%) Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +0.00 (-2.00) Maximum psi: +0.00 (-20.00) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Handheld deflection devices. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
488 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Persistant Will (Tool)]Brightquarry (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +0(-8) Wil Changes resistances: +12% cold / +5% arcane / +9% light Changes damage: +6% light / +0%(-12%) mind Spell save: +6 (+5 eff.) Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Persistant Will (Tool)]Dourripper of the Blightspawn (dig speed 13 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Fatigue: -6% Effects when hit in melee: * 25% chance to inflict 15% damage reduction * 28% chance to disease Changes stats: +5 Str / +0(-8) Wil / +3 Cun Changes damage: +6% blight / +0%(-12%) mind Spell save: +30 (+18 eff.) Mana when firing critical spell: +3.00 Maximum life: +23.00 Maximum stamina: +19.00 Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
[vs. Rheblek the alchemist's lamp (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-2) Str / +0(-4) Dex / +0(-9) Cun / +0(-2) Con Changes resistances: +30% light Changes damage: +10% light Grants telepathy: Demon/Minor Demon/Major Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Light radius: +4 (+1) See stealth: +0 (-11) See invisible: +0 (-7) Healing mod.: +10% It can be used to call light (130 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Rheblek the alchemist's lamp (Light source)]Velunn the Morningfurnace Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +0(-2) Str / +0(-4) Dex / +0(-9) Cun / +2(-) Con Changes resistances: +7% blight / +3% light / +6% darkness Changes damage: +9% light Grants telepathy: Demon/Minor Demon/Major Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Life regen: +1.70 Light radius: +5 (+2) See stealth: +0 (-11) See invisible: +0 (-7) 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. |
[vs. Persistant Will (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-3) Wil Changes damage: +0%(-12%) mind Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) (-5 (-2 eff.)) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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)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 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. |
Borirach the Burnfoe (18/18, 18.5-22.2 power, 4 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +4.5% Capacity: 18 On weapon crit: * wounds the target for 7 turns: 10 bleeding, 42% reduced healing Damage (Ranged): +5 bleed / +14 darkness / +4 fire Damage against: +12% Living When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
[vs. Persistant Will (Tool)]Arthothad the Cracklerend [power 69] (20 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease * 15% chance to daze at end of turn Changes stats: +0(-8) Wil Changes resistances: +6% lightning Maximum wards: +4 acid / +4 nature / +3 light Changes damage: +15% blight / +0%(-12%) mind Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +4 Rushing Claws Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Distortion Memery IV the Halfling Solipsist level 18
16th Haze 122nd year of Ascendancy at 04:06 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Distortion Memery IV the Halfling Solipsist level 5
1st Mirth 122nd year of Ascendancy at 23:47 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Distortion Memery IV the Halfling Solipsist level 22
36th Haze 122nd year of Ascendancy at 23:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Distortion Memery IV the Halfling Solipsist level 10
11st Dusk 122nd year of Ascendancy at 09:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Distortion Memery IV the Halfling Solipsist level 20
28th Haze 122nd year of Ascendancy at 12:56 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Distortion Memery IV the Halfling Solipsist level 18
59th Dusk 122nd year of Ascendancy at 01:25 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Distortion Memery IV the Halfling Solipsist level 16
41st Dusk 122nd year of Ascendancy at 14:44 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Distortion Memery IV the Halfling Solipsist level 19
27th Haze 122nd year of Ascendancy at 14:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Distortion Memery IV the Halfling Solipsist level 13
18th Dusk 122nd year of Ascendancy at 23:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Distortion Memery IV the Halfling Solipsist level 16
35th Dusk 122nd year of Ascendancy at 00:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Distortion Memery IV the Halfling Solipsist level 22
38th Haze 122nd year of Ascendancy at 08:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Distortion Memery IV the Halfling Solipsist level 15
30th Dusk 122nd year of Ascendancy at 12:44 see stats
Log
Distortion Memery IV is invigorated by the attack!
Distortion Memery IV is invigorated by the attack!
Distortion Memery IV is invigorated by the attack!
Distortion Memery IV is no longer evading attacks.
Talent Distortion Bolt is ready to use.
Talent Resonance Field is ready to use.
Distortion Memery IV converts some damage to Psi!
Weakness Disease from Islinne the corrupted plasmic disruptor hits Distortion Memery IV for 10 to psi, 11 blight (21 total damage).
Decrepitude Disease from Islinne the corrupted plasmic disruptor hits Distortion Memery IV for 10 to psi, 11 blight (21 total damage).
Rotting Disease from Islinne the corrupted plasmic disruptor hits Distortion Memery IV for 14 to psi, 17 blight (31 total damage).
Poison from Bloated ooze hits Distortion Memery IV for 0 to psi, 0 nature (0 total damage).
Distortion Memery IV receives 4 healing (6 psi heal).
Distortion Memery IV uses Resonance Field.
A psychic field forms around Distortion Memery IV.
Distortion Memery IV is free from the weakness disease.
You are no longer encumbered.
Distortion Memery IV tries to evade attacks.
Distortion Memery IV is invigorated by the attack!
Distortion Memery IV is free from the decrepitude disease.
Distortion Memery IV is invigorated by the attack!
Distortion Memery IV is free from the rotting disease.
Your resonance field crumbles under the damage!
The psychic field around Distortion Memery IV crumbles.
Distortion Memery IV's mind surges with critical power!
Distortion Memery IV is invigorated by the attack!
Distortion Memery IV resists the stun!
Zubenne the corrupted dendritic hemospinner is no longer distorted.
Aeroldanor the corrupted protosentient globula casts Bone Spear.
Saving game...






















































































































