











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 20 / 29% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nynor the gigantic sandworm tunneler at level 20 on the 41st Haze 122nd year of Ascendancy at 16:17 / 1 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 23 (base 10) |
Constitution | 15 (base 10) |
Magic | 15 (base 10) |
Willpower | 58 (base 48) |
Cunning | 61 (base 43) |
Resources
Life | -99/399 |
Equilibrium | 18 |
Psi | 6/148 |
Healing Factor | 1.3960311219417 |
Regeneration | 21.010268385223 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 36.634129341246 |
See Invisible | 36.634129341246 |
Offense: Mainhand
Damage | 39 |
Accuracy | 56 |
Crit Chance | 22% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 56 |
Crit Chance | 18% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +4% |
Cold | +3% |
Mind | +17% |
Lightning | +21% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +25% |
Lightning | +6% |
Mind | +15% |
Nature | +4% |
Defense: Base
Armour (hardiness) | 17 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 22 |
Mental Save | 39 |
Defense: Resistances
Blight | + 31%( 70%) |
Cold | + 40%( 70%) |
All | + 17%( 70%) |
Darkness | + 30%( 70%) |
Light | + 20%( 70%) |
Lightning | + 23%( 70%) |
Mind | + 23%( 70%) |
Fire | + 33%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Teleport Resistance | 20% |
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 2/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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. | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 51.5 - 77.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 light +12 lightning Damage Against +21% Undead On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +1 Cun offense ------ Mindpower +10 (+4 eff.) defense ------ Mind save +12 (+4 eff.) Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex offense ------ On-Hit 7 mind Damage +5% mind Accuracy +16 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% cold +7% mind +3% darkness Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Unlife -40.00 life Life +20.00 Disarm Resist +24% Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-crit, radius 2 +8 mind On Hit: 20% Psychic Lobotomy level 3 On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +4 Cun offense ------ Damage +6% mind defense ------ Resistance +3% darkness +3% cold other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% mind +3% cold defense ------ Armor +10 Fatigue +4% Resistance +7% fire +3% darkness +6% cold Unlife -40.00 life Disease Resist +10% Teleport Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +15% lightning +6% fire Ignore resists +25% light defense ------ Armor +5 Fatigue +3% Resistance +6% fire other ------- Light +3 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% acid +3% fire defense ------ Resistance +3% cold Physical save +12 (+6 eff.) Life Regen +4.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Defense +10 (+3 eff.) Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Accuracy +10 (+3 eff.) defense ------ Defense +20 (+6 eff.) Resistance +3% light +6% darkness Physical save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +5 Dex +2 Mag +4 Cun +4 Con offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Move Speed +10% Ignore resists +15% mind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Hate-on-crit +3.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +7% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Str +2 Dex +3 Mag +2 Wil +2 Cun +1 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 lightning Damage +4% nature +6% lightning Ignore resists +4% nature +6% lightning defense ------ Resistance +7% lightning +3% blight +4% nature +3% all Life Regen +4.00 Pinning Resist +20% other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony +0.10 Wild-gift/Antimagic 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 | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Ignore resists +10% acid Accuracy +20 (+6 eff.) Ignore Armor +3 defense ------ Defense +27 (+9 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +11% all Life +40.00 Life Regen +2.80 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 50 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 22 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 326 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% mind Confus Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Resistance +3% acid +6% temporal Mind save +6 (+2 eff.) Healmod +26% Cut Resist +90% Confus Resist +11% Heal: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag offense ------ Spell Crit +7% Spellpower +7 (+3 eff.) Damage +5% acid +5% temporal +4% light +4% lightning +5% cold +5% fire +5% physical +8% darkness defense ------ Fatigue -5% Resistance +9% darkness Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +2 Con defense ------ Resistance +3% mind +5% arcane Physical save +4 (+2 eff.) Life Regen +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Str offense ------ Damage +11% nature Ignore resists +5% lightning defense ------ Armor +2 Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Wil +1 Con offense ------ Damage +10% lightning +12% light Ignore resists +5% light defense ------ Resistance +20% lightning other ------- Infravision +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +1 Wil offense ------ Mindpower +25 (+8 eff.) Damage +3% light defense ------ Defense +8 (+2 eff.) Resistance +3% light other ------- Max psi +20.00 Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +17 (+6 eff.) Damage +15% fire other ------- Mana/turn +0.25 Max mana +44.00 Talents +1 Command Staff This staff offers 15% bonus to fire damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +12% acid Ignore resists +13% acid Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 nature While equipped: Stats +2 Str +4 Mag +6 Cun offense ------ Ignore resists +10% nature defense ------ Resistance +13% acid +10% lightning +16% cold +14% fire +6% all Spell save +12 (+6 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +7 (+4 eff.) Ignore resists +7% physical +7% all Accuracy +12 (+4 eff.) Ignore Armor +8 defense ------ Disarm Resist +14% One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 temporal While equipped: Stats +3 Str +2 Con offense ------ Ignore resists +5% fire When Hit 8 fire defense ------ Resistance +5% temporal other ------- See Invisibility +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +5.0% Attack Speed 100% Ignore Shields +10% On-Hit, radius 1 +7 fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Psionic Weapon Damage 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +14 nature On-crit, radius 2 +12 darkness On Hit: * 10% chance to reduce damage dealt by 26% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +1 Cun +3 Mag Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Psionic Weapon Damage 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +6 blight +9 mind On Hit: * 12% chance to reduce all saves and defense by 32 * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Healmod +13% Heal-on-summon +10 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +4% lightning +6% cold +4% physical defense ------ Defense +9 (+3 eff.) Pinning Resist +18% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.18 to 42.55 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +2 Dex +3 Con offense ------ Mind Crit +3% Physical Power +15 (+8 eff.) Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Crit Resistance 15.00% Mind save +19 (+6 eff.) other ------- Stamina/turn +1.00 Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Arcane/Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +7% arcane Spell save +13 (+7 eff.) Life Regen +3.90 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% darkness Life +70.00 Life Regen +2.00 Silence Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Mindpower +5 (+2 eff.) Accuracy +15 (+5 eff.) defense ------ Defense +20 (+6 eff.) Resistance +6% lightning +6% temporal other ------- Hate-on-crit +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Crit +4.0% Mind Crit +1% Critical power +11.00% Physical Power +3 (+2 eff.) Mindpower +20 (+7 eff.) Ignore resists +10% nature +5% darkness A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Physical Power +5 (+3 eff.) Mindpower +8 (+3 eff.) Ignore resists +20% lightning Accuracy +5 (+1 eff.) When Hit 2 light defense ------ Defense +10 (+3 eff.) Physical save +10 (+5 eff.) other ------- Light +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +7 Lck offense ------ Critical power +15.00% Physical Power +15 (+8 eff.) Damage +6% light Accuracy +25 (+8 eff.) Ignore Armor +2 When Hit 4 light defense ------ Stealth +8 other ------- Disarm Traps +10 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Armor +4 Defense +11 (+3 eff.) Fatigue -2% other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +3% mind +9% fire When Hit 6 mind defense ------ Defense +2 (+0 eff.) Resistance +6% lightning +21% fire Mind save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +23 (+10 eff.) Damage +3% nature Accuracy +10 (+3 eff.) Ignore Armor +3 defense ------ Armor +5 Resistance +3% lightning Unlife -60.00 life A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Armor +1 Crit Resistance 5.00% Spell save +3 (+2 eff.) Life +40.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 73.24 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 temporal On-Ranged-Hit 7 temporal Damage +4% temporal Ignore resists +5% temporal defense ------ Armor +1 Fatigue +1% Resistance +6% mind +6% temporal Spell save +3 (+2 eff.) Life Regen +4.00 Healmod +5% Teleport Resist +20% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Dex +2 Con offense ------ Damage +11% arcane Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Defense +1 (+0 eff.) Resistance +1% physical Physical save +3 (+1 eff.) other ------- Max mana +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Cun defense ------ Armor +7 Fatigue +1% Crit Resistance 5.00% Unlife -60.00 life A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +25 (+11 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold Unlife -40.00 life other ------- Max stamina +20.00 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +3% nature +5% cold Crit Resistance 5.00% Life Regen +4.00 Healmod +10% Blind Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +1 Con defense ------ Resistance +3% all Spell save +6 (+3 eff.) other ------- Light +4 See Invisibility +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(115 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Dex +5 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +15 (+8 eff.) Ignore resists +15% cold defense ------ Armor +4 Resistance +6% cold other ------- Light +4 Infravision +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Wil defense ------ Resistance +12% nature +6% cold Physical save +7 (+3 eff.) Healmod +18% Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +8 (+4 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +4 Str offense ------ Physical Power +15 (+8 eff.) Damage +7% nature +12% physical When Hit 4 physical defense ------ Resistance +10% nature Physical save +6 (+3 eff.) other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats +2 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -6% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +2% Ignore resists +10% physical defense ------ Unlife -60.00 life other ------- Psi when Hit +0.08 Max hate +2.00 Blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Onnnia the Cornac Mindslayer level 17
37th Haze 122nd year of Ascendancy at 17:48 see stats
By Onnnia the Cornac Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 06:27 see stats
By Onnnia the Cornac Mindslayer level 20
41st Haze 122nd year of Ascendancy at 09:16 see stats
By Onnnia the Cornac Mindslayer level 11
1st Summertide 122nd year of Ascendancy at 00:07 see stats
By Onnnia the Cornac Mindslayer level 11
4th Flare 122nd year of Ascendancy at 21:35 see stats
By Onnnia the Cornac Mindslayer level 19
40th Haze 122nd year of Ascendancy at 15:00 see stats
Log
Onnnia deactivates Charged Aura.
Onnnia hits Ce'Nynor the gigantic sandworm tunneler for (41 to psi shield), 61 lightning (61 total damage).
Ce'Nynor the gigantic sandworm tunneler uses Kinetic Leech.
Onnnia slows down.
You are unable to move!
You do not have enough Psi to use Realign.
You are unable to move!
Ce'Nynor the gigantic sandworm tunneler uses Charge Leech.
Ce'Nynor the gigantic sandworm tunneler hits Onnnia for (30 to psi shield), 66 lightning (66 total damage).
Ce'Nynor the gigantic sandworm tunneler uses Burrow.
The unstable sand tunnel collapses!
Onnnia's Beyond the Flesh hits Ce'Nynor the gigantic sandworm tunneler for (4 to psi shield), 7 physical, 5 light, (3 to psi shield), 4 lightning, (1 to psi shield), 1 lightning, (1 to psi shield), 1 mind (19 total damage).
Onnnia is not dazed anymore.
Onnnia's is vulnerable to attacks and effects!
Ce'Nynor the gigantic sandworm tunneler's Beyond the Flesh hits Onnnia for (40 to psi shield), 98 physical, (5 to psi shield), 7 mind, (10 to psi shield), 15 physical (121 total damage).
Ce'Nynor the gigantic sandworm tunneler uses Grab.
Ce'Nynor the gigantic sandworm tunneler performs a melee critical strike against Onnnia!
Onnnia is pinned to the ground.
Ce'Nynor the gigantic sandworm tunneler hits Onnnia for (55 to psi shield), 219 physical, (10 to psi shield), 15 physical (234 total damage).
Onnnia performs a telekinetically enhanced leap!
There is a ladder to the previous level here (press '' or right click to use).
Onnnia speeds up.
Talent Thermal Leech is ready to use.
Ce'Nynor the gigantic sandworm tunneler uses Thermal Leech.
Ce'Nynor the gigantic sandworm tunneler hits Onnnia for 62 cold damage.
Onnnia the level 20 cornac mindslayer was cooled to death by Ce'Nynor the gigantic sandworm tunneler on level 4 of Sandworm lair.