













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.6.7Official 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.
Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 13 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by sand-drake at level 13 on the 13rd Dusk 122nd year of Ascendancy at 04:16 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 12 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 42.872558978937 (base 39) |
| Cunning | 34.808838468405 (base 28) |
Resources
| Life | -17/300 |
| Equilibrium | 33 |
| Psi | 133/133 |
| Healing Factor | 1.1245901639344 |
| Regeneration | 24.459836065574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 28.43393818531 |
| See Invisible | 28.43393818531 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 28 |
| Crit Chance | 10% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 28 |
| Crit Chance | 10% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Lightning | +6% |
| Light | +10% |
Offense: Damage Penetration
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 2 |
| Physical Save | 9 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Light | + 39%( 70%) |
| Darkness | + 3%( 70%) |
| Cold | + 21%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.41 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. Chargetouch (0 def, 3 armour) (On feet)]Chargetouch (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Changes stats: +1(-) Str / +1(-) Mag Changes damage: +3%(-) lightning Light radius: +3 (-) Infravision radius: +3 (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. miner's rough leather cap of constitution (+3) (0 def, 3 armour) =con= (On head)]miner's rough leather cap of constitution (+3) (0 def, 3 armour) =con= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +1% (-) Changes stats: +3(-) Con Infravision radius: +1 (-) A cap made of leather. |
| On hands | [vs. storm rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]storm rough leather gloves of strength (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) lightning Changes stats: +2(-) Str Changes resistances: +6%(-) lightning Changes damage: +3%(-) lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 (-) Damage when hit (Melee): 10(-) draining blight Changes damage: +5%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. copper ring of perseverance (On fingers, 1 of 2)]copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% (-) Life regen: +1.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of perseverance (On fingers, 1 of 2)]mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Stun/Freeze immunity: +0% (-23%) Life regen: +0.00 (-1.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. insulating copper amulet of mastery (0.11 Wild-gift / Mindstar mastery) (Around neck)]insulating copper amulet of mastery (0.11 Wild-gift / Mindstar mastery) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10%(-) fire / +10%(-) cold Talent masteries: +0.11(-) Wild-gift / Mindstar mastery Amulets can have magical properties. |
| In main hand | [vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 97% Wil, 58% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +4(-) Wil Talents granted: +1.00(-) Attune Mindstar Spell save: +2 (+2 eff.) (-) Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Around waist | [vs. Festercutter the rough leather belt (Around waist)]Festercutter the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9%(-) light / +3%(-) fire / +3%(-) darkness / +3%(-) mind Changes resistances penetration: +5%(-) nature Maximum life: +33.00 (-) A belt that goes around your waist. |
| In off hand | [vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]creative mossy mindstar of life (2.5-2.75 power, 24 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 97% Wil, 58% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +6 Cun / +0(-4) Wil Talents granted: +1.00(-) Attune Mindstar Critical mult.: +6.00% Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Life regen: +0.50 Maximum life: +10.00 Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. thick linen cloak of Eldoral (1 def, 6 armour) (Cloak)]thick linen cloak of Eldoral (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Cun / +1(-) Dex Changes resistances: +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+3 eff.) (-) Fatigue: +6% (-) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.shatter afflictions rune of the sneak (absorb 91; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. insulating copper amulet of mastery (0.11 Wild-gift / Mindstar mastery) (Around neck)]clarifying copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +0%(-10%) cold / +11% mind / +0%(-10%) fire Talent mastery: +0.00(-0.11) Wild-gift / Mindstar mastery Confusion immunity: +20% Amulets can have magical properties. |
[vs. insulating copper amulet of mastery (0.11 Wild-gift / Mindstar mastery) (Around neck)]This item will automatically be transmogrified when you leave the level. insulating steel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10%(-) fire / +12%(+2%) cold Talent mastery: +0.00(-0.11) Wild-gift / Mindstar mastery Blindness immunity: +10% Disease immunity: +15% Infravision radius: +2 Sight radius: +2 See invisible: +7 Amulets can have magical properties. It was changed by the digestive sack. |
[vs. insulating copper amulet of mastery (0.11 Wild-gift / Mindstar mastery) (Around neck)]warrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +0%(-10%) cold / +0%(-10%) fire / +5% physical Talent mastery: +0.00(-0.11) Wild-gift / Mindstar mastery Stamina each turn: +0.20 Amulets can have magical properties. |
[vs. copper ring of perseverance (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. psionicist's steel ring of power Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Stun/Freeze immunity: +0% (-23%) Life regen: +0.00 (-1.00) Spellpower: +7 (+7 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand)]This item will automatically be transmogrified when you leave the level. Stormfront (30-45 power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(+27.5 - +42.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 (-9) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon crit: + inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes stats: +0(-4) Wil Changes damage: +12% lightning / +12% cold Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) The blade glows faintly blue, and reflects a sky full of stormy clouds. |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(+17.5 - +27.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-22) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Changes stats: +0(-4) Wil Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel dagger (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3(+10.0 - +13.5) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (-18) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-4) Wil Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel dagger of amnesia (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(+9.5 - +12.9) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (-18) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: + 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Changes stats: +0(-4) Wil Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatmaul (30-45 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(+27.5 - +42.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-22) Crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-4) Wil Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed mauls. |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword of projection (33.5-53.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6(+31.0 - +50.9) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-22) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) On weapon hit: + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Changes stats: +0(-4) Wil Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed swords. |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. nature's vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(+2.0 - +2.2) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-6) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-4) Wil Changes resistances: +2% blight Changes damage: +2% nature Talents granted: +1.00(-) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Disease immunity: +11% Mindpower: +4 (+2 eff.) (+0 (+0 eff.)) Mental crit. chance: +2% (+1%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. thorny mindstar (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9(+6.5 - +7.2) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+0) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-4) Wil Talents granted: +1.00(-) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +6 (+3 eff.) (+2 (+1 eff.)) Mental crit. chance: +3% (+2%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand)]This item will automatically be transmogrified when you leave the level. cured leather sling of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-24) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +5 cold When wielded/worn: Changes stats: +0(-4) Wil Changes damage: +9% cold Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Slings are used to hurl stones or metal shots at your foes. |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand)]This item will automatically be transmogrified when you leave the level. steady cured leather sling of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-24) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +7 lightning When wielded/worn: Accuracy: +6 (+6 eff.) Physical crit. chance: +2.0% Changes stats: +0(-4) Wil Changes damage: +9% lightning Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Slings are used to hurl stones or metal shots at your foes. |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand)]This item will automatically be transmogrified when you leave the level. Cyrurin the ash vilestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+12.5 - +15.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 (-21) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-4) Wil Changes resistances: +12% acid Changes damage: +15% fire Talents granted: +0(+-1) Attune Mindstar +1 Command Staff Critical mult.: +33.00% Spell save: +9 (+5 eff.) (+7 (+3 eff.)) Spellpower: +6 (+6 eff.) Spell crit. chance: +20% Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Staves designed for wielders of magic, by the greats of the art. |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. mighty iron steamgun of dampening Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-21) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Str / +0(-4) Wil Changes resistances: +8% acid / +8% lightning / +7% cold / +8% fire / +2% all Talent granted: +0(+-1) Attune Mindstar Spell save: +6 (+4 eff.) (+4 (+2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. mossy mindstar of resolve (2.5-2.75 power, 24 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. swiftstrike iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-21) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Cun / +0(-4) Wil Talent granted: +0(+-1) Attune Mindstar Spell save: +0 (+0 eff.) (-2 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-1%) Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. thick linen cloak of Eldoral (1 def, 6 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. thick kruk cloak (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-1) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Changes stats: +0(-1) Cun / +0(-1) Dex Changes resistances: +10%(-1%) cold A stylish kruk-style cloak, to look awesome. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +0% (-6%) Changes resistances: +9% all Mental save: +17 (+9 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +0% (-6%) Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. storm rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]Sludgegrip (0 def, 0 armour) =cun wil= Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Armour: +0 (-1) Damage (Melee): 0(-6) lightning Changes stats: +0(-2) Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +0%(-6%) lightning Changes damage: +5% nature / +0%(-3%) lightning Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
[vs. storm rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]cinder iron gauntlets of strength (+3) (0 def, 1 armour) =str= Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) (-1 (+0 eff.)) Armour: +1 (-) Fatigue: +1% Damage (Melee): 0(-6) lightning / 5 fire Changes stats: +3(+1) Str Changes resistances: +0%(-6%) lightning / +5% fire Changes damage: +0%(-3%) lightning / +4% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. miner's rough leather cap of constitution (+3) (0 def, 3 armour) =con= (On head)]Emelima the iron helm (0 def, 3 armour) =cun wil= Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (+4%) Changes stats: +2 Wil / +3 Cun / +0(-3) Con Changes damage: +3% acid Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +4 (+2 eff.) Infravision radius: +0 (-1) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. miner's rough leather cap of constitution (+3) (0 def, 3 armour) =con= (On head)]This item will automatically be transmogrified when you leave the level. insulating hardened leather cap of strength (+2) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (+2%) Changes stats: +2 Str / +0(-3) Con Changes resistances: +5% fire / +6% cold Infravision radius: +0 (-1) A cap made of leather. |
[vs. miner's rough leather cap of constitution (+3) (0 def, 3 armour) =con= (On head)]This item will automatically be transmogrified when you leave the level. miner's rough leather cap of dexterity (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +1% (-) Changes stats: +3 Dex / +0(-3) Con Infravision radius: +2 (+1) Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (+4) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (+6%) A suit of armour made of mail. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (+4) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (+6%) Changes resistances: +16% cold A suit of armour made of mail. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of fire resistance (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (+2) Defense: +6 (+6 eff.) (+3 (+3 eff.)) Fatigue: +7% (+1%) Changes resistances: +11% blight / +16% fire / +11% nature A suit of armour made of leather. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. radiant steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+7) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +22% (+16%) Changes stats: +2 Wil Changes resistances: +13% blight / +12% darkness Light radius: +1 A suit of armour made of metal plates. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes stats: +1 Str Changes damage: +0%(-5%) blight When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of accuracy (18/22, 24-28.8 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 Shots are used with slings to pummel your foes to death. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]This item will automatically be transmogrified when you leave the level. ash totem of stinging [power 182] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Some Mona is knocked back!
Layilaith the sandworm hits Some Mona for 23 nature, 3 healing (23 total damage) [3 healing].
Layilaith the sandworm's Shoot hits Some Mona for 32 physical, 8 lightning, 63 physical (103 total damage).
Melee retaliation hits Layilaith the sandworm for 7 blight damage.
Some Mona uses Infusion: Healing.
Some Mona receives 56 healing from Infusion: Healing.
Some Mona uses Infusion: Movement.
Some Mona is moving at extreme speed!
Layilaith the sandworm shoves Sand-drake aside.
Melee retaliation hits Sand-drake for 9 blight damage.
Sand-drake hits Some Mona for 16 physical, 4 healing (16 total damage) [4 healing].
Some Mona summons a Stone Golem!
Some Mona slows down.
Layilaith the sandworm shoots!
The unstable sand tunnel collapses!
Layilaith the sandworm hits Stone golem for 16 nature damage.
Layilaith the sandworm's Shoot hits Stone golem for 26 physical, 9 lightning (35 total damage).
Some Mona uses Infusion: Regeneration.
Some Mona starts regenerating health quickly.
Stone golem hits Sand-drake for 43 physical damage.
Layilaith the sandworm shoots!
The unstable sand tunnel collapses!
Sand-drake breathes sand!
Sand-drake hits Some Mona for 103 physical damage.
Some Mona the level 13 cornac summoner was impaled to death by a sand-drake on level 1 of Sandworm lair.
Some Mona stops regenerating health quickly.
Some Mona deactivates Psiblades.
















































































