Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
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. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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 QuickTome QoL Changes 1.7.2Changes 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 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.6.7Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Zilquish |
Class | Radiant |
Level / Exp | 21 / 59% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 17 on the 14th Dusk 122nd year of Ascendancy at 09:36 0 / 5Killed by dreaming horror at level 19 on the 20th Dusk 122nd year of Ascendancy at 03:19 Killed by Poltergeist Crooked Club at level 20 on the 31st Dusk 122nd year of Ascendancy at 07:41 Killed by Poltergeist Crooked Club at level 20 on the 31st Dusk 122nd year of Ascendancy at 11:06 Killed by Poltergeist Crooked Club at level 20 on the 31st Dusk 122nd year of Ascendancy at 14:09 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 62 (base 43) |
Magic | 55 (base 50) |
Willpower | 23 (base 10) |
Cunning | 21 (base 11) |
Resources
Life | 770/770 |
Mana | 165/165 |
Positive | 65/65 |
Vim | 102/102 |
Healing Factor | 1.7798029716162 |
Regeneration | 10.767807978278 |
Speed
Mental | +10.923373745256% |
Attack | +10.923373745256% |
Movement | +30.923373745256% |
Spell | +10.923373745256% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 1 |
Offense: Mainhand
Damage | 25 |
Accuracy | 14 |
Crit Chance | 8% |
APR | 12 |
Speed | 0.90 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 9% |
Speed | 0.90152324639582 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 7% |
Speed | 0.90152324639582 |
Offense: Damage Bonus
Acid | +3% |
Light | +60% |
Nature | +22% |
Cold | +35% |
Arcane | +12% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +5% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 11 (45%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 35 |
Mental Save | 16 |
Defense: Resistances
Nature | + 30%( 70%) |
Acid | + 24%( 70%) |
Light | + 63%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 28%( 70%) |
Physical | + 15%( 70%) |
Cold | + 27%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 90% |
Blind Resistance | 52% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 70 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Celestial / Volatility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sunlight | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Rot | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Sickly Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Sunbeams | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sickness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Zilquish | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Reactor | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Pulsing Aura |
talent | Exclusion Zone |
talent | Stream of Life |
talent | Blood Vengeance |
talent | Infestation |
talent | Overkill |
talent | Chant of Fortress |
talent | Internal Reactor |
talent | Nuclear Drive |
talent | Searing Sight |
talent | Terrible Glory |
talent | Premonition |
talent | Manic Flurry |
talent | Sickness Within, Sickness Without |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is surrounded by a magical shield, absorbing 259/259 damage before it crumbles. Damage Shield |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You failed to protect the injured seer from death by treant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Branirek' (1 def, 0 armour) linen wizard hat 'Branirek' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +5 (+2 eff.) Damage +12% arcane Ignore Shields +30% defense ------ Defense +1 (+1 eff.) Resistance +3% temporal Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 Effective talent level: 1.2 Use mode: Activated Equilibrium cost: 4 Range: 10 Cooldown: 5 Travel Speed: 600% of base Usage Speed: Mind (90% of a turn) Is: a mind power and a nature gift Description: Spit slime at your target doing 89.9 nature damage and slowing it down by 30% for 3 turns. The slime can bounce from foe to foe, hitting up to a total of 1 target(s). Additional targets must be within 6 tiles of each other and the slime loses 56.1% damage per bounce. The damage will increase with your Mindpower These gloves are coated with a thick, green liquid. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Phoenixcutter Phoenixcutter0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Damage +3% acid +9% fire +9% nature Ignore resists +5% fire defense ------ Resistance +3% nature Spell save +11 (+5 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
On fingers | mule's copper ring of pilfering mule's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+6 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Fatigue -5% other ------- Encumbrance +22 Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 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! |
Around waist | Leludas the Lightgrit Leludas the Lightgrit1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +15% light Ignore resists +20% cold defense ------ Physical save +9 (+4 eff.) Spell save +6 (+3 eff.) Life +60.00 Life Regen +2.00 Disease Resist +20% Stun Resist +10% A belt that goes around your waist. |
In main hand | lifebinding yew starstaff of illumination (120% power, 4 apr, light element) lifebinding yew starstaff of illumination (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +3% Spellpower +14 (+5 eff.) Damage +20% light defense ------ Defense +8 (+4 eff.) Life Regen +0.80 Healmod +16% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 115.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Absorbed Mindstar | Pusblow the mossy mindstar (75% power, 12 apr, mind damage) Pusblow the mossy mindstar (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +12 nature While equipped: Stats +3 Con offense ------ Mind Crit +1% Mindpower +4 (+2 eff.) When Hit 2 nature other ------- Infravision +1 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. |
Main armor | verdant woollen robe (0 def, 0 armour) verdant woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +8% nature defense ------ Resistance +9% all Poison Resist +20% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+4 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | Voidpierce the gold amulet Voidpierce the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun offense ------ Damage +15% light Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Fatigue -5% Life Regen +3.00 Healmod +18% Cut Resist +60% other ------- Light +3 Heal: Puts all charms on 35 cooldown Effective talent level: 2.0 Power cost 35 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 194 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion (heal 40; cd 10) healing infusion (heal 40; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 184; cd 11) healing infusion of the titan (heal 184; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 454%; cd 14) movement infusion of the duelist (speed 454%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 71; 13 cd) regeneration infusion (heal 71; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 71 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 3; cd 13) wild infusion (res 15%; physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; mental; dur 3; cd 12) wild infusion of the psychic (res 23%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 30%; mental; dur 3; cd 14) wild infusion of the wizard (res 30%; mental; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 5; phase 15; cd 14) blink rune of the sneak (range 5; phase 15; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. Press to compare to your current inscriptions |
blink rune of the wizard (range 7; phase 22; cd 17) blink rune of the wizard (range 7; phase 22; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 17 Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, mind, temporal, arcane, nature) Prismatic Rune (6 turns; physical, mind, temporal, arcane, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 mind, 3 temporal, 4 arcane, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 687% over 10 turns; mana 34; cd 18) manasurge rune (regen 687% over 10 turns; mana 34; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (90% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 687% for 10 turns (0 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 63; cd 12) shatter afflictions rune of the psychic (absorb 63; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 63 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 74; cd 14) shatter afflictions rune of the psychic (absorb 74; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 74 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 207; dur 4; cd 14) shielding rune (absorb 207; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 114; dur 5; cd 16) shielding rune of the sneak (absorb 114; dur 5; cd 16)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 114 damage for 5 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 295; dur 3; cd 16) shielding rune of the titan (absorb 295; dur 3; cd 16)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 295 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Churomintir Churomintir0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Cun +3 Con offense ------ Mind Crit +2% other ------- Max hate +4.00 See Invis +6 Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of strength (+2) copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Ravenripper Ravenripper0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +9 (+4 eff.) defense ------ Resistance +3% nature +9% darkness Mind save +6 (+5 eff.) Healmod +13% Cut Resist +40% Confus Resist +13% other ------- Masteries +0.10 Celestial/Radiance Heal: Puts all charms on 35 cooldown Effective talent level: 2.0 Power cost 35 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 194 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
clarifying gold amulet of cunning (+4) clarifying gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +15% mind Confus Resist +29% Amulets make your neck look great! |
solipsist's copper ring solipsist's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon Reqs Str 12 [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+7 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour 1 Effective talent level: 1.0 Use mode: Activated Mana cost: 12 Range: 8 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Glacial fumes rise from the ground, doing 28.33 cold damage in a radius of 3 each turn for 8 turns. Creatures that are wet will take 30% more damage and have 15% chance to get frozen. The damage will increase with your Spellpower. Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.79 cold damage and 12.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
steel mace (113% power, 3 apr) steel mace (113% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Normal] Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 45% Str, 45% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease Effective talent level: 1.2 Use mode: Passive Cooldown: 3 Is: a spell Description: Whenever you deal non-disease blight damage you apply a disease dealing 20.19 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 10. The three diseases can stack. Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target. This disease will try to prioritize being applied to an enemy with a high disease count near the target. The effect will increase with your Spellpower. This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
chilling steel dagger of massacre (123% power, 6 apr) chilling steel dagger of massacre (123% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 123% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 cold Sharp, short and deadly. |
steel dagger 'Kindleparry' (121% power, 6 apr) steel dagger 'Kindleparry' (121% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 fire On-crit, radius 2 +12 temporal While equipped: Stats +1 Wil offense ------ When Hit 2 fire On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) other ------- Max psi +50.00 Sharp, short and deadly. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Cold Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury 2 Effective talent level: 2.0 Use mode: Activated Equilibrium cost: 10 Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: A furious ice storm rages around the user doing 32.74 cold damage in a radius of 3 each turn for 4 turns. It has 25% chance to freeze damaged targets. The damage and duration will increase with your Willpower. This mindstar glows with a dim cool light, but seems somehow incomplete. |
Freezeglamour the vined mindstar (85% power, 18 apr, mind damage) Freezeglamour the vined mindstar (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 cold While equipped: Stats +2 Str +3 Cun +8 Con offense ------ Mind Crit +4% Critical power +8.00% Mindpower +4 (+2 eff.) other ------- Max hate +4.00 Max psi +40.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of life (81% power, 18 apr, mind damage) creative vined mindstar of life (81% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 +2 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+2 eff.) defense ------ Life +20.00 Life Regen +0.80 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. |
nature's vined mindstar of clarity (87% power, 18 apr, nature damage) nature's vined mindstar of clarity (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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 +3% nature defense ------ Resistance +2% blight Mind save +4 (+4 eff.) Disease Resist +11% other ------- Max psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Woeoozer' (96% power, 24 apr, nature damage) thorny mindstar 'Woeoozer' (96% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +16 darkness On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +2 Wil offense ------ Mind Crit +9% Mindpower +6 (+3 eff.) Damage +6% darkness Ignore resists +10% light defense ------ Healmod +17% Heal-on-summon +35 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. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 23.73 to 29.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
slimy woollen robe of nature (+19%) (0 def, 0 armour) slimy woollen robe of nature (+19%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +13% nature When Hit: * 4% chance to slow global speed by 46% * 4 arcane resource burn defense ------ Resistance +19% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Durilin the cured leather armour (13 def, 7 armour) =+9dex= Durilin the cured leather armour (13 def, 7 armour) =+9dex=9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Master While equipped: Stats +5 Str +9 Dex +4 Cun offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+5 eff.) defense ------ Armor +7 Defense +13 (+7 eff.) Fatigue +7% Resistance +9% blight +5% arcane Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) A suit of armour made of leather. |
cleansing cured leather armour of clarity (6 def, 4 armour) cleansing cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Disrupt/Psionic While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% blight +6% mind +12% nature Mind save +12 (+8 eff.) A suit of armour made of leather. |
cured leather armour 'Glacierscar' (10 def, 4 armour) =+11str= cured leather armour 'Glacierscar' (10 def, 4 armour) =+11str=9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Master While equipped: Stats +11 Str +6 Dex offense ------ When Hit 8 cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +4 Defense +10 (+5 eff.) Fatigue +7% Resistance +19% fire +12% darkness +8% physical Physical save +6 (+3 eff.) other ------- Equi when Hit +0.20 Psi when Hit +0.08 Hate-on-crit +3.00 Light +2 Track: Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
enlightening cured leather armour of resilience (6 def, 4 armour) enlightening cured leather armour of resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Nature/Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Mind save +13 (+8 eff.) Life +24.00 A suit of armour made of leather. |
Aneyarim (20 def, 9 armour) Aneyarim (20 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +9% acid Accuracy +5 (+5 eff.) On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Armor +9 Defense +20 (+10 eff.) Fatigue +22% Resistance +20% acid A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Phoenixquench' =+4con= hardened leather belt 'Phoenixquench' =+4con=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +6 (+5 eff.) Damage +6% acid Ignore resists +5% fire defense ------ Resistance +6% blight +3% darkness +5% arcane Physical save +7 (+4 eff.) Spell save +12 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
Furnaceshear the linen cloak (1 def, 0 armour) =+6str= Furnaceshear the linen cloak (1 def, 0 armour) =+6str=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Wil offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) Ignore resists +10% fire defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustremark (1 def, 0 armour) Lustremark (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% acid +9% arcane Ignore resists +5% arcane When Hit 6 light On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient kruk cloak (0 def, 0 armour) resilient kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Nature While equipped: defense ------ Life +32.00 A stylish kruk-style cloak, to look awesome. |
Glodama (0 def, 3 armour) Glodama (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Mag offense ------ Damage +18% acid defense ------ Armor +3 Fatigue -3% Crit Resistance 10.00% Physical save +5 (+3 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isluta the linen wizard hat (1 def, 0 armour) =+4str= Isluta the linen wizard hat (1 def, 0 armour) =+4str=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Str +2 Dex +1 Wil +3 Cun offense ------ Ignore resists +5% acid When Hit 2 physical defense ------ Defense +1 (+1 eff.) Mind save +6 (+5 eff.) other ------- Hate-on-crit +2.00 A pointy cloth hat, very wizardly... |
stabilizing iron helm of constitution (+2) (0 def, 3 armour) stabilizing iron helm of constitution (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 agate0.0 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. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 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. |
5 citrine 5 citrine0.0 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. |
4 zircon 4 zircon0.0 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. |
7 aquamarine 7 aquamarine0.0 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. |
8 opal 8 opal0.0 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. |
7 topaz 7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 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. |
143 alchemist agate 143 alchemist agate0.0 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. |
Belirin the Flashstar Belirin the Flashstar2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% lightning When Hit 8 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% mind Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +1 Infravision +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 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 8 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Yellow Temperance the Zilquish Radiant level 14
6th Dusk 122nd year of Ascendancy at 09:39 see stats
By Yellow Temperance the Zilquish Radiant level 19
19th Dusk 122nd year of Ascendancy at 21:22 see stats
By Yellow Temperance the Zilquish Radiant level 10
1st Summertide 122nd year of Ascendancy at 02:13 see stats
By Yellow Temperance the Zilquish Radiant level 20
28th Dusk 122nd year of Ascendancy at 05:18 see stats
By Yellow Temperance the Zilquish Radiant level 17
15th Dusk 122nd year of Ascendancy at 15:34 see stats
By Yellow Temperance the Zilquish Radiant level 8
8th Mirth 122nd year of Ascendancy at 06:47 see stats
By Yellow Temperance the Zilquish Radiant level 17
12nd Dusk 122nd year of Ascendancy at 19:54 see stats
Log
Ran for 2 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Yellow Temperance picks up (D.): creative vined mindstar of life (81% power, 18 apr, mind damage).
Ran for 5 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Yellow Temperance picks up (m.): shielding rune (absorb 207; dur 4; cd 14).
Yellow Temperance picks up (G.): Robe of Force (12 def, 8 armour).
Lore found: Robe of Force
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Yellow Temperance picks up (n.): shielding rune of the sneak (absorb 114; dur 5; cd 16).
Yellow Temperance picks up (g.): wild infusion of the wizard (res 30%; mental; dur 3; cd 14).
Yellow Temperance picks up (H.): nature's vined mindstar of clarity (87% power, 18 apr, nature damage).
Ran for 6 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Yellow Temperance picks up (K.): slimy woollen robe of nature (+19%) (0 def, 0 armour).
There is a next level here (press '' or right click to use).
Ran for 42 turns (stop reason: at exit).
Yellow Temperance is no longer sustained by their light.
The glorious light around Yellow Temperance fades away and disappears.