Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 27 / 94% |
Size | huge |
Lifes / Deaths | Killed by Elisekira the red crystal at level 10 on the 36th Haze 122nd year of Ascendancy at 20:21 0 / 7Killed by Yvywen the rattlesnake at level 22 on the 29th Regrowth 123rd year of Ascendancy at 13:41 Killed by war hound at level 23 on the 54th Regrowth 123rd year of Ascendancy at 22:14 Killed by Betywen the mean looking elven guard at level 27 on the 30th Pyre 123rd year of Ascendancy at 18:37 Killed by Betulesebeth the elven blood mage at level 27 on the 31st Pyre 123rd year of Ascendancy at 14:06 Killed by Betulesebeth the elven blood mage at level 27 on the 31st Pyre 123rd year of Ascendancy at 16:09 Killed by Betulesebeth the elven blood mage at level 27 on the 31st Pyre 123rd year of Ascendancy at 17:45 |
Antimagic | Follower |
Primary Stats
Strength | 36 (base 11) |
Dexterity | 28 (base 10) |
Constitution | 33 (base 10) |
Magic | 20 (base 10) |
Willpower | 98 (base 58) |
Cunning | 77 (base 51) |
Resources
Life | -208/597 |
Equilibrium | 48 |
Psi | 113/188 |
Healing Factor | 1.2789294477288 |
Regeneration | 2.8775912573898 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 5 |
See Invisible | 9 |
Offense: Mainhand
Damage | 95 |
Accuracy | 64 |
Crit Chance | 26% |
APR | 52 |
Speed | 1.00 |
Offense: Offhand
Damage | 94 |
Accuracy | 64 |
Crit Chance | 26% |
APR | 52 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Light | +12% |
Nature | +40% |
Lightning | +24% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +25% |
Lightning | +16% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 49 (60%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 48 |
Mental Save | 42 |
Defense: Resistances
Acid | + 40%( 70%) |
Temporal | + 30%( 70%) |
Nature | + 43%( 70%) |
Lightning | + 52%( 70%) |
Fire | + 31%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 81% |
Poison Resistance | 0% |
Blind Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 694% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.60 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shade. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * You've found the needed black mamba head. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed green worm. * You've found the needed warg claw. | 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 |
Equipment
Psionic focus | ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +41.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Gleamwish (2 def, 0 armour) Gleamwish (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% lightning Res.pen +10% light Melee Ret 8 light On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Defense +2 (+0 eff.) Resists +19% lightning +6% temporal Crit.chn- 5.00% A pointy cloth hat, very wizardly... |
On feet | Belorain (0 def, 13 armour) Belorain (0 def, 13 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +13 Crit.chn- 10.00% Die.at -80.00 life Stun/Frz- +20% Disengage: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Eleniregozor the steel ring Eleniregozor the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +13% acid ----- def ----- Resists +26% acid +6% fire Spell.save +9 (+3 eff.) HP.reg +2.00 Stun/Frz- +26% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
On fingers | solipsist's stralite ring of pilfering solipsist's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +9 (+2 eff.) Acc +11 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | warmaker's stralite amulet of vision warmaker's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +8 Dex +6 Wil ----- def ----- Blind- +24% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets make your neck look great! |
In main hand | hungering living mindstar of storms (18-19 power, 40 apr, mind damage) hungering living mindstar of storms (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +6 Mag +3 Wil +2 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 9 lightning Dmg.mod +11% lightning Res.pen +16% lightning ----- def ----- Resists +14% lightning ---------- misc Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 180.55 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 173.00 arcane damage and stunned). Uses 100 power out of 53/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
In off hand | hungering living mindstar of balance (17-18 power, 40 apr, nature damage) hungering living mindstar of balance (17-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.50 Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 179.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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 | hardened leather belt 'Lustrerigor' hardened leather belt 'Lustrerigor'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +12% light Res.pen +10% light ----- def ----- Resists +8% lightning +8% temporal +9% fire Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) ---------- misc Size +2 A belt that goes around your waist. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (die at -242; dur 6; cd 31) heroism infusion of the duelist (die at -242; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -242 life. The duration and life will increase by 1% for every 1% life you have lost (currently 569 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 841%; cd 16) movement infusion of the psychic (speed 841%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 841% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 36%; physical; dur 4; cd 11) wild infusion of the psychic (res 36%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Deludugen the copper amulet Deludugen the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +2 Wil +4 Cun +4 Con dps ---------- Spell.pwr +20 (+5 eff.) S.pwr/crit +4 Mov.spd +10% Dmg.mod +12% arcane ----- def ----- Fatigue -5% HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Max.mana +20.00 Amulets make your neck look great! |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of clarity marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +5 (+1 eff.) Confus- +23% Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
Staroath the steel ring Staroath the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +18% blight Res.pen +10% light Acc +20 (+6 eff.) ----- def ----- Resists +6% light ---------- misc Stam/turn +3.00 Max.stam +30.00 Rings make your fingers look great! |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Bregolin the iron battleaxe (22-33 power, 1 apr) Bregolin the iron battleaxe (22-33 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 22.0 - 33.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +4 mind While equipped: Stats +1 Dex ----- def ----- Phys.save +9 (+4 eff.) Massive two-handed battleaxes. |
Cyralle the voratun battleaxe (55-83 power, 4 apr) Cyralle the voratun battleaxe (55-83 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 55.5 - 83.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +14 nature On Crit.r2 +42 lightning +7 cold While equipped: Stats +10 Str +2 Dex +4 Mag +2 Wil dps ---------- Mov.spd +70% Dmg.mod +6% arcane +16% physical Res.pen +33% lightning +17% cold Acc +19 (+6 eff.) ----- def ----- Crit.chn- 15.00% Massive two-handed battleaxes. |
slime-covered iron greatmaul (17-26 power, 1 apr) slime-covered iron greatmaul (17-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Disrupt Power 17.5 - 26.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 69% Massive two-handed mauls. |
Unrigaran (31-47 power, 2 apr) Unrigaran (31-47 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane Power 31.5 - 47.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +8 Mag +3 Wil +1 Cun dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +6% mind ---------- misc Light +1 Massive two-handed mauls. |
Eladhenne (15-24 power, 1 apr) Eladhenne (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 15.5 - 24.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% temporal Acc +7 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +6% temporal Disarm- +28% Massive two-handed swords. |
iron greatsword (18-28 power, 1 apr) iron greatsword (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.0 - 28.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (17-27 power, 1 apr) iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Nighttrial (46-73 power, 3 apr) Nighttrial (46-73 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 46.0 - 73.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 darkness Against +24% Living On Crit.r2 +51 lightning +49 cold On Hit: * 10% chance to reduce damage dealt by 32% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Mov.spd +61% Dmg.mod +9% acid Res.pen +27% lightning +30% cold +20% acid ----- def ----- Resists +12% acid +6% nature +6% darkness Massive two-handed swords. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 15% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 55.67 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Serpent's Glare (7-7 power, 15 apr, nature damage) Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 220.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar (2-2 power, 12 apr, mind damage) mossy mindstar (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (3-3 power, 12 apr, nature damage) mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Arcstinger' (3-3 power, 12 apr, mind damage) mossy mindstar 'Arcstinger' (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +4 lightning While equipped: Stats +1 Mag dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +9% lightning Melee Ret 2 lightning ----- def ----- Max.HP +12.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Issodulen the Dourburst (5-6 power, 18 apr, nature damage) Issodulen the Dourburst (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +4 darkness While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) Res.pen +15% arcane ----- def ----- Resists +5% arcane +3% darkness Max.HP +28.00 HP.reg +1.20 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Baluleg' (4-4 power, 18 apr, nature damage) vined mindstar 'Baluleg' (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.0 - 4.4 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 temporal While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) Melee+ 6 cold Dmg.mod +6% blight +4% cold +10% mind Res.pen +10% blight +9% cold ----- def ----- Armour +9 Resists +7% cold Heal.mod +15% Heal/summ +13 ---------- misc Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Blizzardlord' (9-9 power, 24 apr, mind damage) thorny mindstar 'Blizzardlord' (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature This mindstar would symbiotize with another like it. Power 9.0 - 9.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +7.5% Atk.spd 100% On Crit.r2 +4 cold On Hit: * 7% chance to slow global speed by 69% * 10% chance to reduce armor by 15% While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+1 eff.) Dmg.mod +3% nature Res.pen +4% nature +5% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +4% nature +3% cold Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Blizzardlord' (9-9 power, 24 apr, mind damage) thorny mindstar 'Blizzardlord' (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature This mindstar would symbiotize with another like it. Power 9.0 - 9.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +7.5% Atk.spd 100% On Crit.r2 +4 cold On Hit: * 7% chance to slow global speed by 69% * 10% chance to reduce armor by 15% While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+1 eff.) Dmg.mod +3% nature Res.pen +4% nature +5% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +4% nature +3% cold Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar (13-14 power, 32 apr, mind damage) horrifying pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 mind 7 darkness Dmg.mod +5% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming living mindstar of life (18-19 power, 40 apr, nature damage) blooming living mindstar of life (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 18.0 - 19.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Max.HP +26.00 HP.reg +0.70 Heal.mod +16% Heal/summ +22 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
shocking stralite shield of lightning resistance (+19%) (0 def, 8 armour, 144.5 block) shocking stralite shield of lightning resistance (+19%) (0 def, 8 armour, 144.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 13 lightning Melee Ret 4 lightning ----- def ----- Armour +8 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barksmasher the silk robe (0 def, 8 armour) Barksmasher the silk robe (0 def, 8 armour)2.0 T4 cloth armor [Rare] Psionic While equipped: dps ---------- Spell.pwr +20 (+5 eff.) S.pwr/crit +4 Dmg.mod +26% mind Res.pen +10% nature ----- def ----- Armour +8 Resists +15% temporal +26% mind +13% all Disease- +20% ---------- misc Mana/turn +0.20 Vim/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 2.5 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
mindwoven elven-silk robe of corrosion (+15%) (0 def, 0 armour) mindwoven elven-silk robe of corrosion (+15%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid +15% all Mind.save +21 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 118.92 to 356.75 lightning damage (237.83 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour 'Muckwrack' (15 def, 9 armour) cured leather armour 'Muckwrack' (15 def, 9 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Cun +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% nature Acc +5 (+1 eff.) ----- def ----- Armour +9 Defense +15 (+5 eff.) Fatigue +7% Resists +6% acid +22% cold Mind.save +11 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Glarebender the hardened leather armour (9 def, 6 armour) Glarebender the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +3% blight Res.pen +25% light ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +10% acid +6% physical +10% lightning +7% fire +6% mind +10% cold Mind.save +12 (+4 eff.) Max.HP +38.00 ---------- misc Light +1 A suit of armour made of leather. |
Strikeveil the rough leather belt Strikeveil the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +15% lightning +6% temporal +3% light +6% fire A belt that goes around your waist. |
grounding rough leather belt grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
hardened leather belt 'Bokurin' hardened leather belt 'Bokurin'1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Phys.pwr +25 (+8 eff.) ----- def ----- Armour +4 Resists +2% physical HP.reg +1.40 Heal.mod +15% A belt that goes around your waist. |
Nilar (1 def, 0 armour) Nilar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Res.pen +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Defense +1 (+0 eff.) Resists +9% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakfurnace (0 def, 1 armour) Bleakfurnace (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% fire +9% darkness +6% cold A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal A pair of boots made of leather. |
pair of rough leather boots 'Duvirak' (0 def, 1 armour) pair of rough leather boots 'Duvirak' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +1 Wil +2 Cun +1 Con dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Armour +1 ---------- misc Stam/turn +1.00 Disengage: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Aluhir (0 def, 1 armour) Aluhir (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Spell.crit +1% Melee Ret 4 mind ----- def ----- Armour +1 Spell.save +12 (+4 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Veluyanor the Hazepassion (0 def, 1 armour) Veluyanor the Hazepassion (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +2 Cun dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +5% cold Apr +4 ----- def ----- Armour +1 Fatigue +1% ---------- misc Psi/ret +0.04 Hate/m.crit +5.00 A cap made of leather. |
Adutta the Cinderrace (2 def, 0 armour) Adutta the Cinderrace (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) Dmg.mod +12% cold +13% nature +3% fire Res.pen +5% arcane +10% fire Melee Ret 4 arcane ----- def ----- Defense +2 (+0 eff.) Resists +18% cold +19% nature +5% arcane ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
252 alchemist agate 252 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of mindblast 'Ulfetobers' [power 110] (15 cooldown) iron torque of mindblast 'Ulfetobers' [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Dex dps ---------- Res.pen +10% physical ----- def ----- Resists +3% physical Die.at -40.00 life Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of gale force [power 100] (15 cooldown) piercing iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Elenedig' [power 308] (15 cooldown) yew totem of stinging 'Elenedig' [power 308] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +15% arcane ---------- misc Mana/turn +0.16 Sting an enemy dealing 431 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Ce'Narithra the Ravenfurnace [power 362] (15 cooldown) Ce'Narithra the Ravenfurnace [power 362] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% blight On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Resists +3% blight +18% darkness Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Krakatoa the Cornac Mindslayer level 20
15th Regrowth 123rd year of Ascendancy at 08:22 see stats
By Krakatoa the Cornac Mindslayer level 24
15th Pyre 123rd year of Ascendancy at 00:51 see stats
By Krakatoa the Cornac Mindslayer level 23
54th Regrowth 123rd year of Ascendancy at 15:48 see stats
By Krakatoa the Cornac Mindslayer level 10
3rd Mirth 122nd year of Ascendancy at 02:07 see stats
By Krakatoa the Cornac Mindslayer level 20
1st Regrowth 123rd year of Ascendancy at 17:15 see stats
By Krakatoa the Cornac Mindslayer level 10
3rd Mirth 122nd year of Ascendancy at 22:40 see stats
By Krakatoa the Cornac Mindslayer level 12
44th Haze 122nd year of Ascendancy at 20:56 see stats
By Krakatoa the Cornac Mindslayer level 24
14th Pyre 123rd year of Ascendancy at 19:35 see stats
By Krakatoa the Cornac Mindslayer level 18
8th Allure 123rd year of Ascendancy at 19:40 see stats
Log
Krakatoa the level 27 cornac mindslayer was raked to death by Betulesebeth the elven blood mage on level 4 of Dark crypt.
You carry too much--you are encumbered!
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You carry too much--you are encumbered!
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You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
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You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
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You carry too much--you are encumbered!
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You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.