Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Showing Items Tier in Inventory 1.5.10This 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 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Serpent |
Class | Hydra |
Level / Exp | 50 / 6208% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 378 (base 60) |
Dexterity | 260 (base 60) |
Constitution | 126 (base 60) |
Magic | 100 (base 60) |
Willpower | 238 (base 60) |
Cunning | 138 (base 60) |
Resources
Mana | 3954/3984 |
Life | 65482/65482 |
Soul | 10/10 |
Hate | 100/100 |
Equilibrium | 40 |
Fury | 105/336 |
Positive | 197/197 |
Stamina | 4818/4833 |
Psi | 362/368 |
Healing Factor | 2.5 |
Regeneration | 70.0625 |
Speed
Mental | +7.35% |
Attack | +7.35% |
Movement | +123.26536336564% |
Spell | +7.35% |
Global | +112.9% |
Vision
Sight | 108 |
Lite | 130 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 46 |
Accuracy | 360 |
Crit Chance | 841% |
APR | 16 |
Speed | 0.93 |
Offense: Spell
Spellpower | 301 |
Crit Chance | 100% |
Speed | 0.93153237074988 |
Offense: Mind
Mindpower | 271 |
Crit Chance | 100% |
Speed | 0.93153237074988 |
Offense: Damage Bonus
Acid | +39% |
Blight | +20% |
Arcane | +25% |
Cold | +77% |
All | +16% |
Lightning | +98% |
Physical | +84% |
Mind | +31% |
Fire | +134% |
Nature | +28% |
Offense: Damage Penetration
Acid | +16% |
Arcane | +20% |
Cold | +25% |
All | 0% |
Lightning | +62% |
Light | +25% |
Physical | +42% |
Fire | +47% |
Mind | +17% |
Defense: Base
Armour (hardiness) | 1656.5311206373 (100%) |
Defense | 260 |
Ranged Defense | 398 |
Fatigue | -2.6535175343998 |
Physical Save | 290 |
Spell Save | 240 |
Mental Save | 289 |
Defense: Resistances
Acid | + 8%( 70%) |
Physical | + 53%( 70%) |
Cold | + 29%( 70%) |
All | + 5%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 17%( 70%) |
Fire | + 62%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Instadeath Resistance | 100% |
Confusion Resistance | 65% |
Fear Resistance | 100% |
Pinning Resistance | 25% |
Poison Resistance | 100% |
Knockback Resistance | 81% |
Inscriptions (0/0)
Class Talents
Spell / Animus | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 9.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Chill | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 9.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-heart / Ravenous Beast | 9.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Glare Hydra | 9.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 9.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Frost-eye | 9.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Death-eye | 9.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic minions | 9.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Vampirism | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 9.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire-eye | 9.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Charnel | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Lightning-eye | 9.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Triad | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 9.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Glob | 9.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Tri-beam | 9.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-heart / Breath Hydra | 9.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Feral Hydra | 9.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Mist Beast | 9.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Advanced shadowmancy | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 9.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Swamp Beast | 9.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Central-eye | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Ego / Serpent | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tentacle-combat | 9.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Noble Animal | 9.25 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
Psionic / Augmented mobility | 9.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 9.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Hydragon | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Antimatter | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Martial Training | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dead secrets | 9.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 9.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Prudence | 9.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 9.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 9.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 9.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-heart / Natural Combat | 9.20 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
Wild-heart / Regenerate | 9.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-heart / Hoarding Beast | 9.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 9.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 9.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Augmentation |
talent | Hydra Chemistry |
talent | Skate |
talent | Summon Vines |
talent | Call Shadows |
talent | Hydra Mixture |
talent | Hydra Toxin |
beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 3 |
beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 4 |
beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 3 |
beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 14%. Strength and Willpower are increased by 6. Poisons and diseases have a 32% chance of being neutralized each turn. Cursed Form |
beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 3 |
beneficial effect | You are watching Ivildann the ultimate faeros carefully, reducing damage they deal to you by 50% and gaining 0 defense. Discretion |
beneficial effect | Receiving a disease or blight effect will remove a head. When all heads are lost, you will incur a severe disease immunity penalty. Venomous HeadsTurns until recharge: 2 |
beneficial effect | +15% fire damage. Resonance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned injured seer to death. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Luck by +5. | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Sturdy Heart (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Noble Animal by +0.05. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
You have agreed to become the Grand Corruptor's loyal pet and assist him as he assaulted the Ziguranth main base of power. In pursuit of powerThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * You explored an old crypt of dead and mummified shaloren. There were powerful, magical artifacts indeed, but unfortunately, they were all mostly arcane... * You explored a hidden compound of enslaved, gladiatorial men-- whether you were their savior or not is debatable. Unfortunately, they did not have anything... * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored the Last Hope Graveyard and found the wailing spirit of a banshee. Unfortunately, there were no powerful artifacts within the disturbed tomb... * You explored Dogroth Caldera and, somehow, went drunk on the toxic fumes. However, the psionic's dream device was not all that useful... * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * You were lured into a cellar full of cultists that wanted to summon a demon. Unfortunately, the woman you found cannot (conventionally) be used as a fuel source... * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - By the Summoner's command, you are now to investigate Dreadfell! You are warned of powerful blighted energies, however. * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
You have taken the Farportal and successfully arrived in the east. Ironically, now that you are here, you must find a way back as soon as possible. Again, it's strange: How did The Summoner know this portal would only be one-way...?! Journey to the West- You were warned that your time would be limited with ONLY your orb. You MUST find a way back! - You found out The Summoner's true name: It was Gandnalli! - It turns out The Summoner did, indeed, know of Sunwall long before anyone else in Maj'Eyal. In fact, he was a sympathizer for them against antimagics! Either way, Aeryn has suggested a way of returning home-- An old tinkerer at the north-east of town... | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
In your hands (figuratively), you hold a staff of unquestionably immense power. You instantly sense that this artifact might be the key to solving one step of your problems... You'd best inform The Summoner. Lost MagicIn the midst of your battle with the orcs, you were absorbed by the staff of absorption. Luckily, you and the staff were later found by The Summoner. He intends to use the staff to send you to the east... But how? You defeated your opponent and created an orb out of its essence! Using the Staff of Absorption, you have created yourself a Lifelink-- something along the lines of a battery. With this, you should have absolutely no issues journeying to the Far East. There, you should find this elusive 'Truth'... You have made it to the Far East! | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - You've briefly contemplated your distrust of The Summoner and realized... It is futile. You are frightened by this man and want to depart from him as soon as possible... - Your summoner has finally promised you your freedom. If he can truly provide you with this, then there is no reason you cannot begin to trust him more. *** The Mind There seems to be 4 personalities in all: - Angry and fierce: It wants nothing to do with the world around it. It is bitter and will destroy anything whatsoever. - Scared and paranoid: It fears everything. It believes at but a lapse of awareness, all it knows will come crashing down. - Craven and desperate: It appears elated, but it is, in fact, despondent. Fruitlessly, it craves to fill its emptiness. - Sound and reliant: It looks to others to find its own meaning, rather than paving a way for itself. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2120. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within15 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
1st feral head | Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. The set is complete. Power 10.0 - 11.0 Lightning Uses 1248% Wil, 780% Mag, 312% Cun Mastery Summon Vines Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+2 eff.) Dmg.mod +30% lightning Res.pen +18% lightning ----- def ----- Resists +30% lightning Mind.save +18 (+2 eff.) ---------- misc Max.psi +60.00 Talents +1 Psionic Maelstrom Masteries +0.30 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
2nd feral head | Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. The set is complete. Power 6.0 - 6.6 Physical Uses 1170% Wil, 780% Mag, 234% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +11% Mind.pwr +22 (+2 eff.) Dmg.mod +35% physical Res.pen +21% physical ----- def ----- Resists +35% physical Phys.save +21 (+2 eff.) ---------- misc Psi/m.crit +3.50 Talents +1 Psionic Maelstrom Masteries +0.35 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
1st drool head | Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 1560% Wil, 780% Mag, 312% Cun Mastery Summon Vines Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+0 eff.) Mind.pwr +16 (+2 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+0 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.6 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 179.13 mind damage, 320.14 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 17.37 mind and 31.05 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
4th drool head | Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 1170% Wil, 780% Mag, 780% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+1 eff.) Dmg.mod +8% physical +8% cold +8% fire ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.4 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 75 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Light source | Liselrada Liselrada1.0 T5 lite [Rare] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+0 eff.) Res.pen +20% arcane Phasing +20% Apr +4 Melee Ret 24 physical ----- def ----- Defense +11 (+1 eff.) Rng.Def +11 (+0 eff.) Fatigue -8% Phys.save +9 (+1 eff.) ---------- misc Stam/turn +0.60 Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
3rd drool head | wyrm's vined mindstar of flames (5-5.5 power, 18 apr, nature damage) wyrm's vined mindstar of flames (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Power 5.0 - 5.5 Nature Uses 1170% Wil, 780% Mag, 234% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) All.spd +3% Dmg.mod +8% fire Res.pen +10% fire Melee Ret 6 lightning 5 physical 5 cold 4 acid 13 fire ----- def ----- Resists +5% lightning +6% physical +15% fire +5% cold +4% acid 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. |
2nd glare head | caller's living mindstar of storms (16-17.6 power, 40 apr, nature damage) caller's living mindstar of storms (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature This natural mindstar calls for a summoner. This natural lightning should be returned to the wyrm. Power 16.0 - 17.6 Nature Uses 1404% Wil, 780% Mag, 468% Cun Mastery Summon Vines Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +12% acid +10% physical +14% fire +17% lightning +8% cold Res.pen +6% acid +8% physical +9% fire +8% lightning +7% cold Melee Ret 16 lightning ----- def ----- Resists +14% lightning 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. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3rd glare head | projecting living mindstar of storms (17.5-19.25 power, 40 apr, nature damage) projecting living mindstar of storms (17.5-19.25 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. Power 17.5 - 19.3 Nature Uses 1404% Wil, 780% Mag, 468% Cun Mastery Summon Vines Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +4 Mag +4 Wil +2 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +35% lightning +23% fire +15% cold Res.pen +16% lightning Melee Ret 19 lightning ----- def ----- Resists +20% lightning ---------- misc Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
4th glare head | Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. The set is complete. Power 14.0 - 15.4 Fire Uses 1326% Wil, 780% Mag, 390% Cun Mastery Summon Vines Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+2 eff.) Dmg.mod +30% fire +30% cold Res.pen +18% fire +18% cold ----- def ----- Resists +30% fire +30% cold Spell.save +18 (+2 eff.) ---------- misc Psi/turn +3.00 Talents +1 Psionic Maelstrom Masteries +0.30 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
2nd drool head | Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-2 eff.) Spell.save -30 (-2 eff.) Mind.save -30 (-2 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
1st glare head | Blazedare the pulsing mindstar (13.5-14.85 power, 32 apr, nature damage) Blazedare the pulsing mindstar (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar will resonate with other psionic mindstars. The set is complete. Power 13.5 - 14.9 Nature Uses 1326% Wil, 780% Mag, 390% Cun Mastery Summon Vines Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Mind.crit +5% Mind.pwr +15 (+2 eff.) Dmg.mod +2% acid +5% physical +5% mind +9% arcane Res.pen +20% lightning +3% physical +7% mind ----- def ----- Resists +8% mind +5% physical Dmg.Resnn +15% Phys.save +3 (+1 eff.) Spell.save +20 (+2 eff.) ---------- misc Equi/ret +0.80 Psi/ret +1.40 Mana/s.crit +2.00 Psi/m.crit +0.50 Masteries +0.05 Psionic/Kinetic mastery 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. |
3rd feral head | vined mindstar 'Festerreign' (4.5-4.95 power, 18 apr, mind damage) vined mindstar 'Festerreign' (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Mind Uses 1170% Wil, 780% Mag, 234% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +16 light While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+1 eff.) Dmg.mod +9% acid +12% nature Res.pen +10% acid +25% light On Hit (Melee): * Slows global speed by 34% * 34% chance to corrode armour by 30% ----- def ----- Resists +15% nature 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 | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+0 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 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... |
4th feral head | Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 1170% Wil, 780% Mag, 234% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Inventory
Rune of Reflection (absorb and reflect 600 for 5 turns) Rune of Reflection (absorb and reflect 600 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1081 (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. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Blazeknave the steel ring Blazeknave the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +6% lightning +12% cold +3% darkness Res.pen +15% lightning +10% darkness ----- def ----- Resists +24% cold Mind.save +6 (+1 eff.) Rings can have magical properties. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (+0 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Glory of the Pride Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+0 eff.) Dmg.mod +8% physical Acc +10 (+0 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+4 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Isoriabeth the copper ring Isoriabeth the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% lightning +9% blight +9% fire +6% nature +5% arcane Spell.save +20 (+2 eff.) HP.reg +0.80 Stun/Frz- +22% Rings can have magical properties. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +0.15 Heal.mod +20% ---------- misc Masteries +0.00(-) Wild-heart/Regenerate This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+0 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Xeryra the copper ring Xeryra the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Mind.pwr +8 (+1 eff.) Dmg.mod +18% mind ----- def ----- Mind.save +6 (+1 eff.) Confus- +23% ---------- misc Psi/ret +0.08 Rings can have magical properties. |
copper ring 'Ashbutcher' copper ring 'Ashbutcher'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +31% fire Res.pen +5% mind +5% fire ----- def ----- Resists +26% fire Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+1 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 50% Mag, 30% Cun, 40% Wil 35% Str, 35% Dex Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 25 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 182.43 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 40% Wil, 55% Dex, 50% Mag 35% Str Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+1 eff.) Phys.save +15 (+2 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
blazebringer's voratun dagger of evisceration (36-46.8 power, 9 apr) blazebringer's voratun dagger of evisceration (36-46.8 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 36.0 - 46.8 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +15 fire On Crit: * wounds the target for 7 turns: 93 bleeding, 118% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+0 eff.) All.spd +4% Res.pen +12% fire Sharp, short and deadly. |
truestriking dwarven-steel dagger of ruin (16-20.8 power, 7 apr) truestriking dwarven-steel dagger of ruin (16-20.8 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 16.0 - 20.8 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +13.00% Res.pen +9% physical Acc +8 (+0 eff.) Apr +17 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 40% Wil, 50% Mag, 130% Str Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Eremublek the Cracklewish (84-126 power, 4 apr) Eremublek the Cracklewish (84-126 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 84.0 - 126.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Phasing +50% Melee+ +26 nature +23 temporal On Crit: * wounds the target for 7 turns: 93 bleeding, 118% reduced healing While equipped: Stats +2 Mag dps ---------- Phys.crit +16.0% Spell.crit +2% Phys.pwr +19 (+0 eff.) Res.pen +10% lightning ----- def ----- Resists +3% lightning Massive two-handed mauls. |
Obliterator (48-72 power, 10 apr) Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 40% Wil, 50% Mag, 129% Str Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Harayon the Shadewaker (30-48 power, 2 apr) Harayon the Shadewaker (30-48 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 30.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 insidious poison +4 temporal +8 darkness On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 8 temporal Massive two-handed swords. |
Viperblight the stralite greatsword (50.5-80.8 power, 3 apr) Viperblight the stralite greatsword (50.5-80.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Disrupt/Psionic Power 50.5 - 80.8 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 darkness Against +20% Living +13% Unnatural On Crit.r2 +8 nature While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +17% acid +14% cold +16% fire +3% nature +13% lightning Spell.save +12 (+1 eff.) Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
truestriking voratun greatsword of evisceration (62-99.2 power, 4 apr) truestriking voratun greatsword of evisceration (62-99.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 62.0 - 99.2 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 93 bleeding, 118% reduced healing While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +19 (+0 eff.) Res.pen +21% physical Acc +20 (+1 eff.) Apr +21 Massive two-handed swords. |
Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+0 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 40% Wil, 70% Mag, 90% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 314.36 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+1 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Perseverance (31-43.4 power, 9 apr) Perseverance (31-43.4 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 60% Wil, 50% Mag, 90% Str Acc+ +0.4% crit.pwr / acc Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+2 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Dedication (31-43.4 power, 6 apr) Dedication (31-43.4 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 40% Wil, 90% Str, 50% Mag 20% Cun Acc+ +0.1% dam / acc Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Chargehue (9.5-10.45 power, 24 apr, mind damage) Chargehue (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.5 - 10.5 Mind Uses 1248% Wil, 780% Mag, 312% Cun Mastery Summon Vines Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +8 lightning On Crit.r2 +16 lightning On Hit: * Slows global speed by 45% * 40% chance to daze at end of turn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +6% nature +18% lightning Res.pen +20% lightning On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Resists +5% blight Disease- +18% 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. |
Darkwalker of the Blightspawn (4.5-4.95 power, 18 apr, mind damage) Darkwalker of the Blightspawn (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar dreams of an epiphany. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Power 4.5 - 5.0 Mind Uses 1170% Wil, 780% Mag, 234% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 nature On Hit: 20% Netherblast 2 On Hit: * 20% chance to blind While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +7% acid +3% darkness Res.pen +11% acid Melee Ret 10 acid 4 darkness ----- def ----- Resists +11% acid +9% light +3% darkness +12% mind Mind.save +4 (+1 eff.) HP.reg +1.10 ---------- misc Max.psi +22.00 On Spell Hit: 20% Netherblast 2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gilakalthondil the living mindstar (15.5-17.05 power, 40 apr, mind damage) Gilakalthondil the living mindstar (15.5-17.05 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural venom should be returned to the wyrm. Power 15.5 - 17.1 Mind Uses 1404% Wil, 780% Mag, 468% Cun Mastery Summon Vines Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +10% While equipped: Stats +8 Cun +2 Wil dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +10 (+1 eff.) Dmg.mod +20% acid +3% blight +10% mind +10% darkness Res.pen +19% acid Melee Ret 20 acid 10 mind 10 darkness ----- def ----- Defense +11 (+1 eff.) Rng.Def +11 (+0 eff.) Resists +19% acid +3% fire +6% nature Spell.save +19 (+2 eff.) HP.reg +2.00 Silence- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Infernovalor (16.5-18.15 power, 40 apr, mind damage) Infernovalor (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature This natural sand should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 16.5 - 18.2 Mind Uses 1404% Wil, 780% Mag, 468% Cun Mastery Summon Vines Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 fire On Hit: * 53% chance to cause random gloom While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +18% physical +10% nature +3% mind Res.pen +6% nature +20% physical Melee Ret 20 physical ----- def ----- Resists +3% lightning +20% physical +15% light +12% temporal +5% arcane +10% nature Spell.save +23 (+2 eff.) Max.HP +34.00 HP.reg +2.00 ---------- misc Equi/ret +1.50 Masteries +0.20 Wild-gift/Harmony Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 53 of target armor and 27% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Koronik the Flamesnake (5.5-6.05 power, 18 apr, nature damage) Koronik the Flamesnake (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature This natural mindstar calls for a summoner. Power 5.5 - 6.1 Nature Uses 1170% Wil, 780% Mag, 234% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +7% acid +21% fire +9% cold +9% physical Res.pen +5% acid +6% fire +6% cold +6% physical ----- def ----- Armour +4 Defense +10 (+1 eff.) Rng.Def +10 (+0 eff.) Resists +6% acid +12% nature Crit.dmg- 10.00% Phys.save +34 (+3 eff.) Knockbk- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Lightningripper (9-9.9 power, 24 apr, nature damage) Lightningripper (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 9.0 - 9.9 Nature Uses 1248% Wil, 780% Mag, 312% Cun Mastery Summon Vines Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 mind On Crit.r2 +12 lightning While equipped: dps ---------- Mind.crit +9% Crit.mult +28.00% Mind.pwr +6 (+1 eff.) Dmg.mod +15% mind Res.pen +10% lightning ----- def ----- Mind.save +20 (+2 eff.) HP.leech%% +15% HP.leech +15% ---------- misc Hate/m.crit +6.00 Max.hate +17.00 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. |
Mardetir the thorny mindstar (13-14.3 power, 24 apr, mind damage) Mardetir the thorny mindstar (13-14.3 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar calls for a summoner. This mindstar absorbs psionic energy that needs to be projected. Power 13.0 - 14.3 Mind Uses 1248% Wil, 780% Mag, 312% Cun Mastery Summon Vines Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +11% acid +11% fire +11% cold +9% physical Res.pen +7% acid +7% fire +7% cold +7% physical ----- def ----- Resists +14% lightning +17% fire +3% temporal +17% cold Phys.save +18 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +6 (+1 eff.) Heal.mod +10% Disarm- +15% ---------- misc Equi/ret +1.00 Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
Poluriwen the Sparkshear (5.5-6.05 power, 18 apr, mind damage) Poluriwen the Sparkshear (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.5 - 6.1 Mind Uses 1170% Wil, 780% Mag, 234% Cun Mastery Summon Vines Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +12 lightning On Hit: * Slows global speed by 40% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +5% acid ----- def ----- Resists +6% blight +15% fire +5% arcane Spell.save +3 (+1 eff.) ---------- misc Equi/ret +1.20 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. |
Xevea the living mindstar (16.5-18.15 power, 40 apr, mind damage) Xevea the living mindstar (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 1404% Wil, 780% Mag, 468% Cun Mastery Summon Vines Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +21 Cun dps ---------- Spell.crit +2% Mind.crit +5% Crit.mult +68.00% Spell.pwr +4 (+0 eff.) Mind.pwr +10 (+1 eff.) Res.pen +15% blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.12 Hate/m.crit +4.00 Max.mana +20.00 Telepathy Dragon 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. |
harmonious mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage) harmonious mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego++] Nature This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 2.5 - 2.8 Nature Uses 1092% Wil, 780% Mag, 156% Cun Mastery Summon Vines Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) All.spd +2% Dmg.mod +2% nature +5% fire Res.pen +3% nature +4% fire Melee Ret 5 fire ----- def ----- Resists +3% nature +5% fire ---------- misc Equi/ret +0.60 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 thorny mindstar of the jelly (10-11 power, 24 apr, nature damage) horrifying thorny mindstar of the jelly (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 10.0 - 11.0 Nature Uses 1248% Wil, 780% Mag, 312% Cun Mastery Summon Vines Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +4% acid +5% mind +4% darkness Melee Ret 2 mind 4 darkness ---------- misc Equi/ret +0.80 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. |
pulsing mindstar 'Torchreek' (12.5-13.75 power, 32 apr, nature damage) pulsing mindstar 'Torchreek' (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Disrupt This purifying mindstar will cleanse other mindstars. Power 12.5 - 13.8 Nature Uses 1326% Wil, 780% Mag, 390% Cun Mastery Summon Vines Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 lightning +12 fire On Hit.r1 +8 fire On Hit: * 30 arcane resource burn While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +9% lightning +6% fire +8% arcane Res.pen +7% arcane On Melee Ret: * 17 arcane resource burn ----- def ----- Resists +17% temporal +9% arcane +9% light Destroy Magic: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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 'Samoharakan' (8.5-9.35 power, 24 apr, mind damage) thorny mindstar 'Samoharakan' (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature This natural venom should be returned to the wyrm. Power 8.5 - 9.4 Mind Uses 1248% Wil, 780% Mag, 312% Cun Mastery Summon Vines Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 41% chance to cause random gloom While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Mind.crit +3% Mind.pwr +22 (+2 eff.) Dmg.mod +14% acid Res.pen +14% acid +15% mind Melee Ret 10 acid ----- def ----- Resists +14% acid Mind.save +18 (+2 eff.) HP.reg +1.40 ---------- misc Max.psi +30.00 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. |
Charpunish Charpunish4.0 T5 sling 1H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 143% Range +10 Proj.spd +200% Ranged+ +27 nature +35 fire On Hit.r1 +2 mind While equipped: Stats +1 Dex dps ---------- All.spd +6% Res.pen +15% nature +20% fire ----- def ----- Resists +10% all ---------- misc Infravis +1 Telepathy Humanoid/Orc Slings are used to hurl stones or metal shots at your foes. |
Flashbrand Flashbrand4.0 T3 sling 1H weapon [Random Unique] Disrupt/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +17 nature On Crit: * silences the target While equipped: Stats +7 Str dps ---------- Phys.crit +11.0% Phys.pwr +9 (+0 eff.) Dmg.mod +15% lightning +6% physical Res.pen +11% nature +15% physical Acc +11 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Voidwrither (25-30 power, 5 apr, light element) Voidwrither (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +20.0% Spell.crit +4% Crit.mult +32.00% Spell.pwr +12 (+1 eff.) Dmg.mod +25% light On Hit (Melee): * 20 arcane resource burn * 17% chance to blind ----- def ----- Defense +9 (+1 eff.) Resists +6% nature +3% blight Spell.save +3 (+1 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 451.28 light damage. Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Duskbearer (39-54.6 power, 6 apr) Duskbearer (39-54.6 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 39.0 - 54.6 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 light On Hit.r1 +16 acid On Crit: * wounds the target for 7 turns: 93 bleeding, 118% reduced healing While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +10.0% Phys.pwr +11 (+0 eff.) Spell.pwr +11 (+1 eff.) Dmg.mod +3% acid +11% physical Res.pen +10% physical Apr +11 ----- def ----- Resists +6% darkness +6% acid One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Runyhad (10-14 power, 3 apr) Runyhad (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 10.0 - 14.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Against +8% Unnatural On Hit: * 20% chance to torment the target While equipped: Stats +2 Wil dps ---------- Res.pen +6% physical +7% mind +7% darkness Acc +7 (+0 eff.) Apr +7 ----- def ----- Armour +4 Resists +3% mind Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) One-handed war axes. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+1 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 95 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Furnacefear Furnacefear1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +13.0% Mind.crit +15% Spell.pwr +6 (+0 eff.) Dmg.mod +6% fire ----- def ----- Resists +10% acid +32% fire +8% lightning +25% cold Spell.save +15 (+2 eff.) ---------- misc Vim/s.crit +2.00 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Rope Belt of the Thaloren Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
drakeskin leather belt 'Xanimira' drakeskin leather belt 'Xanimira'1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +4 Str +6 Con dps ---------- Mind.pwr +10 (+1 eff.) Apr +2 ----- def ----- Armour +4 Resists +30% lightning +12% temporal +10% cold +10% fire +13% acid Spell.save +3 (+1 eff.) Mind.save +9 (+1 eff.) Heal.mod +15% A belt that goes around your waist. |
Isira (2 def, 0 armour) Isira (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +30% darkness Res.pen +20% darkness Acc +6 (+0 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +31% darkness Stealth +22 ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
linen cloak 'Glimmertooth' (1 def, 7 armour) linen cloak 'Glimmertooth' (1 def, 7 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +9% light +9% mind Melee Ret 16 mind ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +13% cold Mind.save +9 (+1 eff.) Heal/summ +30 ---------- misc Equi/ret +0.20 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+1 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+1 eff.) Resists +25% nature Phys.save +15 (+2 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Armour Training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+0 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 27.3 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 9 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Armour Training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+1 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 36.4 Pwr.cost 16 out of 24/24. Range 9 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 9 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Unarmed combat: Power 13.0 - 18.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+1 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 642.06 mind damage and cripples the target's higher mental functions, reducing cunning by 61 and confusing (44% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 358.57 to 1075.72 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+1 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Armour Training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+0 eff.) Spell.pwr +10 (+0 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Islann (0 def, 9 armour) Islann (0 def, 9 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Cun +7 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Res.pen +20% blight Acc +2 (+0 eff.) Apr +5 ----- def ----- Armour +9 Fatigue +3% Resists +8% nature Spell.save +5 (+1 eff.) Max.HP +58.00 Heal.mod +30% ---------- misc Stam/turn +0.40 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs 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 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Velitta (0 def, 4 armour) Velitta (0 def, 4 armour)3.0 T3 head armor Reqs Armour Training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Mag +1 Wil dps ---------- S.pwr/crit +4 Res.pen +10% blight ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +11% cold +10% fire +12% mind +9% lightning Phys.save +15 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +19 (+2 eff.) Confus- +31% ---------- misc Max.mana +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of might (0 def, 5 armour) thaloren voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Armour Training [Ego++] Master While equipped: Stats +5 Str +9 Wil +5 Con dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% blight Mind.save +15 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Armour Training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+1 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Armour Training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+1 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 336.79 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
fortifying dwarven-steel mail armour of implacability (3 def, 16 armour) fortifying dwarven-steel mail armour of implacability (3 def, 16 armour)14.0 T3 heavy armor Reqs Armour Training [Ego++] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +9% Phys.save +9 (+1 eff.) Max.HP +72.00 A suit of armour made of mail. |
radiant voratun mail armour of command (18 def, 20 armour) radiant voratun mail armour of command (18 def, 20 armour)14.0 T5 heavy armor Reqs Armour Training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Melee Ret 13 light ----- def ----- Armour +20 Defense +18 (+2 eff.) Fatigue +16% Resists +26% blight +28% darkness Mind.save +22 (+2 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Emeleth the Blazeblood (3 def, 6 armour) Emeleth the Blazeblood (3 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +18% lightning +3% acid +14% darkness +16% blight Max.HP +30.00 HP.reg +5.00 Heal.mod +12% ---------- misc Light +5 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+1 eff.) Rng.Def +4 (+0 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+2 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+1 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
radiant stralite plate armour of command (19 def, 22 armour) radiant stralite plate armour of command (19 def, 22 armour)17.0 T4 massive armor Reqs Armour Training 3 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +22 Defense +19 (+2 eff.) Fatigue +26% Resists +26% blight +26% darkness Mind.save +20 (+2 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Armour Training 2 [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+0 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Sanguine Shield (14 def, 4 armour, 220 block) Sanguine Shield (14 def, 4 armour, 220 block)7.0 T4 shield armor Reqs Armour Training 2 [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+1 eff.) Rng.Def +14 (+1 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Xanynor the voratun shield (12 def, 12 armour, 271.5 block) Xanynor the voratun shield (12 def, 12 armour, 271.5 block)7.0 T5 shield armor Reqs Armour Training 2 [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Melee+ 8 cold Melee Ret 18 ice ----- def ----- Armour +12 Defense +12 (+1 eff.) Rng.Def +12 (+0 eff.) Fatigue +14% Resists +30% lightning +6% blight ---------- misc Talents +5 Block Handheld deflection devices. |
voratun shield 'Hellstaint' (12 def, 12 armour, 211 block) voratun shield 'Hellstaint' (12 def, 12 armour, 211 block)7.0 T5 shield armor Reqs Armour Training 2 [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +9 (+0 eff.) Melee+ 9 cold Melee Ret 16 ice 4 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +12 Hardiness +6% Defense +12 (+1 eff.) Rng.Def +12 (+0 eff.) Fatigue +14% Resists +17% physical +3% nature +6% light Spell.save +9 (+1 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
The Titan's Quiver (17/18, 62-86.8 power, 20 apr) The Titan's Quiver (17/18, 62-86.8 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 40% Wil, 50% Dex, 50% Mag 70% Str Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Voidkin (19/19, 44-61.6 power, 14 apr) Voidkin (19/19, 44-61.6 power, 14 apr)3.0 T4 arrow ammo [Rare] Nature Power 44.0 - 61.6 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 19 Ranged+ +26 temporal +24 darkness +26 nature On Hit.r1 +32 darkness +12 light On Hit: * 40% chance to inflict 15% damage reduction * 50% chance to blind Arrows are used with bows to pierce your foes to death. |
16 agate 16 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. |
1104 alchemist agate 1104 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. |
21 onyx 21 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. |
14 aquamarine 14 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. |
21 lapis lazuli 21 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) 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. |
13 sapphire 13 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
33 emerald 33 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 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 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Orb of the Self Orb of the Self1.0 T5 lifelink orb [Plot Item] Nature While equipped: Stats +10 Lck While carried: This item can be held in the mouth. Tap into The Summoner's power. Uses 10 power out of 29903/40000 Activation is instant. An orb containing part of your own spirit. Its touch empowers you; You feel as though another you were holding yourself up. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (229 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
3 bloodstone 3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 garnet 21 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 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. |
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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 767.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Singefiend (15/15, 24-28.8 power, 2 apr) Singefiend (15/15, 24-28.8 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Disrupt/Master Power 24.0 - 28.8 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.1% dam / acc Acc +6 Apr +2 Crit +4.5% Capacity 15 Ranged+ +7 gravity +5 nature On Hit.r1 +8 acid +4 fire On Hit: * 20% chance to corrode armour by 30% * 10% chance to crush the target * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
Isotta [power 4] (10 cooldown) Isotta [power 4] (10 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% physical Apr +2 ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+0 eff.) Phys.save +37 (+3 eff.) Die.at -60.00 life ---------- misc Wards +5 acid +3 nature +5 light Talents +1 Ward +5 Lay Web Cooldown Lay Web -1 Remove up to 4 poisons or diseases from a target within range 13 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 15 equilibrium. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
2 diamond 2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 quartz 18 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 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. |
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. |
9 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon 14 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hydros the Serpent Hydra level 50
5th Pyre 123rd year of Ascendancy at 12:51 see stats
By Hydros the Serpent Hydra level 25
6th Flare 122nd year of Ascendancy at 21:38 see stats
By Hydros the Serpent Hydra level 50
57th Haze 122nd year of Ascendancy at 14:59 see stats
By Hydros the Serpent Hydra level 50
7th Dusk 123rd year of Ascendancy at 18:31 see stats
By Hydros the Serpent Hydra level 50
78th Regrowth 123rd year of Ascendancy at 07:31 see stats
By Hydros the Serpent Hydra level 50
6th Dusk 123rd year of Ascendancy at 06:10 see stats
By Hydros the Serpent Hydra level 48
18th Haze 122nd year of Ascendancy at 05:23 see stats
By Hydros the Serpent Hydra level 49
49th Haze 122nd year of Ascendancy at 22:28 see stats
By Hydros the Serpent Hydra level 50
23rd Pyre 123rd year of Ascendancy at 16:01 see stats
By Hydros the Serpent Hydra level 39
56th Dusk 122nd year of Ascendancy at 08:01 see stats
By Hydros the Serpent Hydra level 41
12nd Haze 122nd year of Ascendancy at 14:57 see stats
By Hydros the Serpent Hydra level 37
25th Dusk 122nd year of Ascendancy at 05:32 see stats
By Hydros the Serpent Hydra level 40
56th Dusk 122nd year of Ascendancy at 23:25 see stats
By Hydros the Serpent Hydra level 50
57th Haze 122nd year of Ascendancy at 14:22 see stats
By Hydros the Serpent Hydra level 25
6th Flare 122nd year of Ascendancy at 21:17 see stats
By Hydros the Serpent Hydra level 36
6th Dusk 122nd year of Ascendancy at 18:52 see stats
By Hydros the Serpent Hydra level 10
77th Pyre 122nd year of Ascendancy at 00:30 see stats
By Hydros the Serpent Hydra level 20
5th Flare 122nd year of Ascendancy at 13:20 see stats
By Hydros the Serpent Hydra level 30
3rd Dusk 122nd year of Ascendancy at 18:21 see stats
By Hydros the Serpent Hydra level 40
56th Dusk 122nd year of Ascendancy at 15:22 see stats
By Hydros the Serpent Hydra level 50
56th Haze 122nd year of Ascendancy at 08:04 see stats
By Hydros the Serpent Hydra level 50
5th Regrowth 123rd year of Ascendancy at 10:46 see stats
By Hydros the Serpent Hydra level 22
6th Flare 122nd year of Ascendancy at 08:36 see stats
By Hydros the Serpent Hydra level 50
67th Regrowth 123rd year of Ascendancy at 19:52 see stats
By Hydros the Serpent Hydra level 50
39th Regrowth 123rd year of Ascendancy at 14:01 see stats
By Hydros the Serpent Hydra level 43
13rd Haze 122nd year of Ascendancy at 20:20 see stats
By Hydros the Serpent Hydra level 11
78th Pyre 122nd year of Ascendancy at 07:16 see stats
By Hydros the Serpent Hydra level 5
76th Pyre 122nd year of Ascendancy at 06:38 see stats
By Hydros the Serpent Hydra level 50
23rd Pyre 123rd year of Ascendancy at 17:38 see stats
By Hydros the Serpent Hydra level 25
6th Flare 122nd year of Ascendancy at 21:38 see stats
By Hydros the Serpent Hydra level 25
6th Flare 122nd year of Ascendancy at 21:38 see stats
By Hydros the Serpent Hydra level 21
5th Flare 122nd year of Ascendancy at 15:34 see stats
By Hydros the Serpent Hydra level 37
55th Dusk 122nd year of Ascendancy at 00:26 see stats
By Hydros the Serpent Hydra level 26
2nd Dusk 122nd year of Ascendancy at 14:53 see stats
By Hydros the Serpent Hydra level 11
78th Pyre 122nd year of Ascendancy at 15:02 see stats
By Hydros the Serpent Hydra level 50
1st Time of Balance 123rd year of Ascendancy at 20:35 see stats
By Hydros the Serpent Hydra level 50
77th Regrowth 123rd year of Ascendancy at 19:13 see stats
Log
Fire drake hatchling is on fire!
Shadow casts Phase Door.
Shadow casts Phase Door.
Human sun-paladin hits Orc warrior for 91 physical, 37 light (128 total damage).
Human sun-paladin hits Orc warrior for 110 physical, 37 light (147 total damage).
Ivildann the ultimate faeros's cleansing fire area effect hits Fire drake hatchling for 0 fire damage.
Ivildann the ultimate faeros's cleansing fire area effect hits Hydros for (26 discretion), (4 oozed), 21 fire (21 total damage).
Ivildann the ultimate faeros's cleansing fire area effect hits Fire drake hatchling for 0 fire damage.
Ivildann the ultimate faeros hits Fire drake hatchling for 0 fire damage.
Ivildann the ultimate faeros hits Hydros for (54 discretion), (9 oozed), (45 shifted), 0 fire (0 total damage).
Human sun-paladin hits Orc warrior for 87 physical, 14 temporal, 28 cold, 37 light (167 total damage).
Orc warrior is dazed!
Hydros receives 277 healing from Unnatural Body.
You pickup 1.00 gold pieces.
You pickup 0.65 gold pieces.
Shadow casts Phase Door.
Saving done.
Saving done.
Saving game...
Hydros deactivates Call Shadows.
Hydros deactivates Augmentation.
Hydros deactivates Summon Vines.
Hydros deactivates Skate.
Hydros deactivates Hydra Toxin.
Hydros is no longer resonating.
Hydros deactivates Hydra Chemistry.
Hydros deactivates Hydra Mixture.
Hydros's spell attains critical power!