Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! 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:
Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: 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: Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Orc Breeding Pits Full 1.7.4Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. 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 | Light |
Mode | Nightmare Exploration |
Sex | Male |
Race | Shadow |
Class | Doomed |
Level / Exp | 28 / 24% |
Size | tiny |
Lifes / Deaths | Killed by fire dragon at level 24 on the 4th Flare 122nd year of Ascendancy at 01:53 / 2Killed by Polevena, expedition guard leader at level 28 on the 7th Flare 122nd year of Ascendancy at 05:15 |
Primary Stats
Strength | 32.170224963639 (base 10) |
Dexterity | 25.340449927278 (base 10) |
Constitution | 18 (base 14) |
Magic | 17.170224963639 (base 10) |
Willpower | 83.340449927278 (base 58) |
Cunning | 100 (base 58) |
Resources
Life | -376/316 |
Hate | 113/113 |
Psi | 172/173 |
Healing Factor | 1.5511363549267 |
Regeneration | 70.575057064558 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +75.636363636364% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 35 |
Accuracy | 51 |
Crit Chance | 31% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 51 |
Crit Chance | 29% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +48% |
Acid | +55% |
Nature | +51% |
Cold | +90% |
Blight | +48% |
Lightning | +91% |
Fire | +91% |
All | +45% |
Offense: Damage Penetration
Lightning | 0% |
Fire | 0% |
Acid | +8% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 7 |
Physical Save | 27 |
Spell Save | 31 |
Mental Save | 44 |
Defense: Resistances
Acid | + 15%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 70%( 70%) |
All | + 5%( 70%) |
Lightning | + 15%( 70%) |
Light | + 2%( 70%) |
Mind | -4%( 70%) |
Physical | + 15%( 74%) |
Darkness | + 70%( 70%) |
Fire | + 66%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Stoning Resistance | 100% |
Confusion Resistance | 93% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Darkness | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Undead / Shadow Magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Shadow Destruction | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Gesture of Pain |
talent | Call Shadows |
talent | Shadows Empathy |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | Reduces global action speed by 38% and all outgoing projectiles speed by 62%. Congeal Time |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 66 mind and 68 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 103 Mind damage, and deal 105 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 18%. Strength and Willpower are increased by 1. Poisons and diseases have a 5% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target has 15 increased life regeneration. Recovery |
beneficial effect | Umbra is feeding from Eilinathra, expedition guard. Feeding |
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining fragments of the Psionic/Augmented Mobility tree, but mostly other power. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * The Light is almost complete again. Only a small bit is missing, and you can feel it calling from the ruined city to the east. * Travel through the old, abandoned dwarven tunnels and enter the ruins of Old Mythrescar. Find the last missing piece so you can be whole again. | active |
Equipment
On feet | Frost Treads (Madness) (1 def, 4 armour) Frost Treads (Madness) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | The Dead Light The Dead LightPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +6 Cun Changes resistances: +30% darkness / -6% all Changes damage: +15% all Damage affinity(heal): +10% darkness Critical mult.: +10.00% Blindness immunity: +40% Only die when reaching: -30.00 life Light radius: -1000 Infravision radius: +7 An orb that still faintly glows with an afterimage of the light that once was. It is dead and somehow... wrong. Twisted. Every sense you have screams that this is not how it should be. |
On head | The Floodgate of Thought (umbral) (Madness) (0 def, 0 armour) The Floodgate of Thought (umbral) (Madness) (0 def, 0 armour)Infused by nature Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +16 Cun Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +50% Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +10% This hat is affected by the Psiblades sustain (needs to be equipped while the sustain is activated). Curse of Madness This 'hat' is coated in carefully arranged pieces of mindstars, almost as if someone smashed several of the foci and used their bits to assemble a mosaic. It seems to enhance your mental capabilities, although some of its power is only accessible with proper training. |
On hands | restful drakeskin leather gloves of dexterity (+3) (Nightmares) (0 def, 3 armour) restful drakeskin leather gloves of dexterity (+3) (Nightmares) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +3 Changes stats: +3 Dex Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +29.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | powerful stralite torque of psionic shield [power 105] (19/25 cooldown) powerful stralite torque of psionic shield [power 105] (19/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 105 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Swampenvy SwampenvyInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% * 18% chance to reduce all saves and defense by 35 Damage (Melee): 26 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 35 Damage (Ranged): 21 physical Changes stats: +7 Cun Changes resistances: +6% light Changes damage: +6% nature Mana each turn: +0.08 Hate when firing a critical mind attack: +2.00 Maximum mana: +100.00 Maximum hate: +13.00 Spellpower: +30 (+12 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | gladiator's gold ring of life gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +5 Str / +6 Con Life regen: +7.00 Maximum life: +54.00 Healing mod.: +12% Rings make your fingers look great! |
Around neck | Eclipsewilder the stralite amulet (living) Eclipsewilder the stralite amulet (living)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +5 Dex Changes resistances: +6% darkness Changes damage: +3% darkness Talent mastery: +0.25 Cunning / Survival Life regen: +8.00 Healing mod.: +19% Amulets make your neck look great! |
In main hand | pulsing mindstar 'Gleamspawn' (Nightmares) (14-15 power, 32 apr, nature damage) pulsing mindstar 'Gleamspawn' (Nightmares) (14-15 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Damage (Melee): 8 acid Changes resistances: +10% acid / +6% light Changes resistances penetration: +8% acid Changes damage: +10% acid / +15% fire / +10% lightning / +10% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Life regen: +3.00 Equilibrium when hit: +1.60 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Light radius: +1 Curse of Nightmares 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 | rough leather belt 'Cyrubretta' (Corpses) rough leather belt 'Cyrubretta' (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex / +1 Con Changes resistances: +3% lightning Life regen: +1.10 Only die when reaching: -60.00 life Healing mod.: +12% Curse of Corpses A belt that goes around your waist. |
In off hand | vined mindstar 'Ulfidir' (Nightmares) (5-6 power, 18 apr, nature damage) vined mindstar 'Ulfidir' (Nightmares) (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +4 Wil Changes resistances: +12% fire Talent granted: +1 Attune Mindstar Spell save: +3 (+2 eff.) Only die when reaching: -40.00 life Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares 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 | elven-silk cloak 'Oledranik' (stygian) (Nightmares) (3 def, 9 armour) elven-silk cloak 'Oledranik' (stygian) (Nightmares) (3 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +9 Armour: +9 Defense: +3 (+2 eff.) Changes stats: +5 Str / +3 Dex / +4 Cun / +2 Con Changes resistances: +25% darkness / +45% cold Changes damage: +3% blight Critical mult.: +5.00% Physical save: +12 (+6 eff.) Maximum life: +54.00 Maximum vim: +40.00 Infravision radius: +3 Damage Shield penetration: +20% The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Isynor (slagged) (Madness) (0 def, 6 armour) Isynor (slagged) (Madness) (0 def, 6 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 22 fire Changes stats: +5 Wil / +4 Mag Changes resistances: +5% physical / +52% fire / +3% cold / +3% nature / +11% all Changes damage: +28% fire Cut immunity: +20% Confusion immunity: +10% Mana each turn: +0.17 Psi each turn: +0.21 Healing mod.: +5% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 407; 12 cd) regeneration infusion of the sneak (heal 407; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 407 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 nature talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 350; dur 4; cd 16) shielding rune of the sneak (absorb 350; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 350 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 438; dur 4; cd 18) shielding rune of the sneak (absorb 438; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 438 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 301 (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. |
grounding steel amulet of mastery (0.14 Cursed / Shadows) grounding steel amulet of mastery (0.14 Cursed / Shadows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.14 Cursed / Shadows Stun/Freeze immunity: +24% Amulets make your neck look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
wizard's stralite ring of power wizard's stralite ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+5 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Spellpower: +9 (+5 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Scaldbore the stralite greatmaul (Madness) (66-98 power, 3 apr)Scaldbore the stralite greatmaul (Madness) (66-98 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 65.5 - 98.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +47 acid / +27 nature When wielded/worn: Accuracy: +30 (+13 eff.) Armour penetration: +19 Changes resistances penetration: +20% acid / +20% nature Changes damage: +12% fire Physical save: +15 (+8 eff.) Spell save: +15 (+8 eff.) Stun/Freeze immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of torment (Corpses) (47-75 power, 3 apr)stralite greatsword of torment (Corpses) (47-75 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Shockwell (Madness) (29-38 power, 9 apr)Shockwell (Madness) (29-38 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +37 acid / +18 nature / +12 lightning When wielded/worn: Armour penetration: +12 Damage when hit (Melee): 4 cold Changes resistances: +27% lightning / +6% mind Changes resistances penetration: +15% acid / +18% nature / +25% lightning Changes damage: +12% lightning Curse of Madness Sharp, short and deadly. |
mossy mindstar (Misfortune) (2-2 power, 12 apr, mind damage) mossy mindstar (Misfortune) (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Misfortune) (3-3 power, 12 apr, nature damage) mossy mindstar (Misfortune) (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of life (Corpses) (2-3 power, 12 apr, mind damage) mossy mindstar of life (Corpses) (2-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +13.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses 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. |
creative vined mindstar (Corpses) (5-6 power, 18 apr, mind damage) creative vined mindstar (Corpses) (5-6 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: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses 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. |
This item will automatically be transmogrified when you leave the level. stormbringer's reinforced leather sling of cunning (+5) (Madness)stormbringer's reinforced leather sling of cunning (+5) (Madness) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +20 lightning / +19 cold When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +18% lightning / +10% cold / +7% physical Movement speed: +25% Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Silk Current (Madness) (12 def, 0 armour) Silk Current (Madness) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Grave +0.30 Spell / Frost alchemy Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). Curse of Madness This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (Madness) (0 def, 0 armour) linen robe (Madness) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Ashkin the stralite mail armour (Nightmares) (4 def, 15 armour)Ashkin the stralite mail armour (Nightmares) (4 def, 15 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +5% Damage (Melee): 12 acid / 12 fire Damage when hit (Melee): 12 acid / 12 fire Changes resistances: +19% acid / +35% fire / +8% arcane / +6% darkness Changes resistances penetration: +20% fire Changes damage: +6% fire Physical save: +7 (+4 eff.) Spell save: +18 (+9 eff.) Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing stralite mail armour of implacability (Shrouds) (4 def, 15 armour)cleansing stralite mail armour of implacability (Shrouds) (4 def, 15 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +4% Changes resistances: +14% nature / +14% blight Physical save: +9 (+5 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour 'Carrionbane' (Madness) (4 def, 8 armour)stralite mail armour 'Carrionbane' (Madness) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 10 nature Changes stats: +2 Con Changes resistances: +9% mind Changes damage: +6% blight Critical mult.: +20.00% Mental save: +22 (+7 eff.) Maximum mana: +100.00 Spellpower: +25 (+11 eff.) Infravision radius: +2 Curse of Madness A suit of armour made of mail. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt (Corpses) blurring rough leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +5 Curse of Corpses A belt that goes around your waist. |
Neira's Memory (Madness) Neira's Memory (Madness)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Madness It can be used to surround yourself with a magical shield (strength 142, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Gloriseba the linen cloak (Misfortune) (1 def, 0 armour) Gloriseba the linen cloak (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes resistances: +6% lightning / +3% darkness Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glareguile the pair of rough leather boots (Madness) (0 def, 1 armour) Glareguile the pair of rough leather boots (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +7% lightning / +6% temporal / +6% light / +3% fire / +6% nature / +3% cold Changes damage: +3% light Curse of Madness A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of spellbinding (Corpses) (0 def, 3 armour)pair of hardened leather boots of spellbinding (Corpses) (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag Lowers spell cool-downs by: 10% Curse of Corpses A pair of boots made of leather. |
hardened leather gloves 'Polira' (Nightmares) (15 def, 2 armour) hardened leather gloves 'Polira' (Nightmares) (15 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +2 Defense: +15 (+8 eff.) Effects on melee hit: * 10% chance to slow global speed by 63% Changes stats: +3 Str Changes resistances: +3% cold Spell save: +15 (+8 eff.) Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Extradimensional Hat (sludge-imbued) (Madness) (0 def, 0 armour) Extradimensional Hat (sludge-imbued) (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +20% acid / +5% temporal / +20% nature Changes damage: +10% acid / +5% temporal / +10% nature Maximum encumbrance: +50 Spellpower: +3 (+2 eff.) Curse of Madness Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
The Floodgate of Thought (hotfooted) (Nightmares) (23 def, 0 armour) The Floodgate of Thought (hotfooted) (Nightmares) (23 def, 0 armour)Infused by nature Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +23 (+12 eff.) Changes stats: +16 Cun Pinning immunity: +50% Movement speed: +20% This hat is affected by the Psiblades sustain (needs to be equipped while the sustain is activated). Curse of Nightmares This 'hat' is coated in carefully arranged pieces of mindstars, almost as if someone smashed several of the foci and used their bits to assemble a mosaic. It seems to enhance your mental capabilities, although some of its power is only accessible with proper training. |
stabilizing hardened leather cap of the depths (Shrouds) (0 def, 3 armour) stabilizing hardened leather cap of the depths (Shrouds) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% cold Allows you to breathe in: water Physical save: +12 (+6 eff.) Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing dwarven-steel helm of the depths (Madness) (0 def, 4 armour)stabilizing dwarven-steel helm of the depths (Madness) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% cold Allows you to breathe in: water Physical save: +15 (+8 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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. |
3 aquamarine 3 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. |
2 opal 2 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
124 alchemist agate 124 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
dwarven-steel torque of mindblast 'Torchstalker' [power 230] (19/15 cooldown) dwarven-steel torque of mindblast 'Torchstalker' [power 230] (19/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +3% darkness / +12% fire Changes damage: +9% fire Infravision radius: +2 It can be used to blast the opponent's mind dealing 333 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing 'Hathizilagund' [power 410] (19/15 cooldown) dragonbone totem of healing 'Hathizilagund' [power 410] (19/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% lightning / +6% darkness / +5% arcane It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Reduce 2 talent cooldowns by 2. * Heal for 64. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. cleansing elven-wood wand of lightning storm [power 338] (19/15 cooldown)cleansing elven-wood wand of lightning storm [power 338] (19/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 128 lightning damage and will be dazed for 1 turn (644 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Umbra the Yeek Doomed level 10
79th Pyre 122nd year of Ascendancy at 21:59 see stats
By Umbra the Yeek Doomed level 20
1st Summertide 122nd year of Ascendancy at 23:15 see stats
By Umbra the Shadow Doomed level 25
4th Flare 122nd year of Ascendancy at 15:59 see stats
By Umbra the Yeek Doomed level 18
10th Mirth 122nd year of Ascendancy at 16:38 see stats
By Umbra the Yeek Doomed level 22
2nd Summertide 122nd year of Ascendancy at 12:55 see stats
Log
Gusera, Guardian of the Light's blazing light area effect hits Umbra for 1 fire, 2 light (3 total damage).
Gusera, Guardian of the Light's blazing light area effect hits Bethylravena, Guardian of the Light for 1 fire, 2 healing, 1 light, 2 healing (2 total damage) [3 healing].
Gusera, Guardian of the Light's blazing light area effect hits Terror for 2 fire, 4 light (6 total damage).
Umbra uses Dark Torrent.
Polevena, expedition guard leader shrugs off the effect 'Blinded'!
Umbra hits Polevena, expedition guard leader for 225 darkness damage.
Umbra hits Eilinathra, expedition guard for (210 absorbed), 52 darkness (52 total damage).
The Hurricane around Gusera, Guardian of the Light dissipates.
Burning from Umbra strikes Eilinathra, expedition guard in the darkness (+25% damage).
Bethylravena, Guardian of the Light HEALS from fire damage!
Gusera, Guardian of the Light HEALS from fire damage!
Burning Shock from Polevena, expedition guard leader's dragonsfire trap hits Bethylravena, Guardian of the Light for 46 fire, 61 healing (46 total damage) [61 healing].
Burning Shock from Polevena, expedition guard leader's dragonsfire trap hits Gusera, Guardian of the Light for 46 fire, 60 healing (46 total damage) [60 healing].
Burning from Umbra hits Eilinathra, expedition guard for (38 absorbed), 10 fire (10 total damage).
Hurricane from Xanigata, expedition guard hits Polevena, expedition guard leader for 128 lightning damage.
Hurricane from Xanigata, expedition guard hits Umbra for 117 lightning damage.
Hurricane from Xanigata, expedition guard hits Bethylravena, Guardian of the Light for 64 lightning damage.
Hurricane from Xanigata, expedition guard hits Polevena, expedition guard leader for 81 lightning damage.
Hurricane from Xanigata, expedition guard hits Umbra for 74 lightning damage.
Hurricane from Xanigata, expedition guard hits Bethylravena, Guardian of the Light for 45 lightning damage.
Hurricane from Xanigata, expedition guard hits Gusera, Guardian of the Light for 60 lightning damage.
Hurricane from Xanigata, expedition guard hits Bethylravena, Guardian of the Light for 67 lightning damage.
Hurricane from Xanigata, expedition guard hits Gusera, Guardian of the Light for 90 lightning damage.
The air around Umbra grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Bethylravena, Guardian of the Light casts Barrier.
A shield forms around Bethylravena, Guardian of the Light.
Eilinathra, expedition guard casts Phase Door.
Polevena, expedition guard leader uses Stunning Blow.
Umbra resists the stunning blow!