













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Items Vault 1.6.0Donators/Buyers bonus! 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. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
ZOmnibus Addon Pack 1.6.0Combines 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: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.6.0Official 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.
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Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Homosuperior |
Class | Oozemancer |
Level / Exp | 56 / 59% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 140 (base 61) |
Dexterity | 213 (base 61) |
Constitution | 218 (base 61) |
Magic | 209 (base 61) |
Willpower | 229.76925256598 (base 61) |
Cunning | 225 (base 61) |
Resources
Life | 7038/7038 |
Psi | 414/414 |
Equilibrium | 111 |
Vim | 455/455 |
Healing Factor | 2.1041237113402 |
Regeneration | 361.87430543758 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +187.43017399266% |
Spell | 0% |
Global | +175% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 20 |
See Stealth | 182.11221342751 |
See Invisible | 185.11221342751 |
Offense: Mainhand
Damage | 539 |
Accuracy | 96 |
Crit Chance | 99% |
APR | 144 |
Speed | 1.00 |
Offense: Offhand
Damage | 543 |
Accuracy | 96 |
Crit Chance | 100% |
APR | 148 |
Speed | 1.00 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 99% |
Speed | 1 |
Offense: Mind
Mindpower | 128 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +68% |
Blight | +6% |
Arcane | +16% |
Cold | +27% |
All | 0% |
Darkness | +8% |
Temporal | +15% |
Physical | +15% |
Fire | +78% |
Nature | +77% |
Offense: Damage Penetration
Acid | +139% |
Blight | +55% |
Physical | +72% |
Cold | +54% |
All | +45% |
Darkness | +76% |
Mind | +55% |
Fire | +58% |
Nature | +132% |
Defense: Base
Armour (hardiness) | 14 (27%) |
Defense | 144 |
Ranged Defense | 144 |
Fatigue | 0 |
Physical Save | 121 |
Spell Save | 150 |
Mental Save | 130 |
Defense: Resistances
Acid | + 53%( 70%) |
Arcane | + 80%( 80%) |
Cold | + 53%( 70%) |
All | + 25%( 70%) |
Lightning | + 53%( 70%) |
Physical | + 53%( 70%) |
Temporal | + 53%( 70%) |
Darkness | + 53%( 70%) |
Mind | + 53%( 80%) |
Fire | + 53%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Pinning Resistance | 48% |
Stoning Resistance | 0% |
Confusion Resistance | 100% |
Poison Resistance | 94% |
Blind Resistance | 94% |
Disarm Resistance | 48% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Wild-gift / Oozing blades | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 6.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Moss | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Eyal's fury | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 7.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 6.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 6.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 6.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 6.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 6.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 7.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
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Effects
talent | Through The Crowd |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
talent | Acidic Soil |
talent | Skate |
talent | Elemental Harmony |
talent | Acidic Skin |
talent | Lucid Dreamer |
beneficial effect | All stats increased by 70. Pain Enhancement System |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
beneficial effect | Acid damage increased by 59%. Corrosive Nature |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
beneficial effect | Nature damage increased by 59%. Natural Acid |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
beneficial effect | Infinite Dungeon Challenge (Level 66): Multiplicity Challenge |
Quests
You successfully escorted the injured seer to the recall portal on level 5 of Infinite Dungeon. Escort: injured seer (level 5 of Infinite Dungeon)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 16 of Infinite Dungeon. Escort: lone alchemist (level 16 of Infinite Dungeon)As a reward you improved spell save by +4. | done |
You failed to protect the lone alchemist from death by Pinasa the dolleg. Escort: lone alchemist (level 39 of Infinite Dungeon) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 24 of Infinite Dungeon. Escort: lost sun paladin (level 24 of Infinite Dungeon)As a reward you improved physical save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 38 of Infinite Dungeon. Escort: lost sun paladin (level 38 of Infinite Dungeon)As a reward you improved spell save by +4. | done |
You failed to protect the lost warrior from death by shadow. Escort: lost warrior (level 30 of Infinite Dungeon) | failed |
You successfully escorted the temporal explorer to the recall portal on level 29 of Infinite Dungeon. Escort: temporal explorer (level 29 of Infinite Dungeon)As a reward you gained talent category Psionic / Dreaming (at mastery 1.00). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 18): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 19): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 21): Pacifist | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 26): Headhunter0 / 2 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 28): Headhunter0 / 4 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 30): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 83 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 31): Rush Hour (83)Turns left: 66 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 32): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 33): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 37): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Zubirana the dreaming horror'. Infinite Dungeon Challenge (Level 38): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 266 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (266)Turns left: 179 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 86 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 41): Rush Hour (86)Turns left: 61 You completed the challenge and received: Random Artifact: Unbreakable Greaves (8 def, 20 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 42): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 45): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 77 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 50): Rush Hour (77)Turns left: 58 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 52): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 53): Near SightedYou completed the challenge and received: Random Artifact: Fireblack (16.5-18.15 power, 41 apr, nature damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 54): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 57): Mirror Match | failed |
Wake up and kill the dreaming horror boss 'Porevena the dreaming horror'. Infinite Dungeon Challenge (Level 58): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 59): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 63): Rush Hour (260)Turns left: 202 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 64): Exterminator | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 66): MultiplicityTurns left: 79 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Con / +4 Wil Changes resistances penetration: +20% darkness / +8% physical Changes damage: +6% arcane / +6% blight Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% Mindpower: +8 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 5 cooldown : Effective talent level: 1.3 Power cost: 5 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 40% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +5% arcane / +9% fire Physical save: +5 (+0 eff.) Confusion immunity: +10% Only die when reaching: -20.00 life Light radius: +3 Healing mod.: +11% 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 | ![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 6 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +4 Cun / +3 Str Changes resistances: +1% physical / +13% darkness / +13% nature Changes resistances penetration: +5% physical Changes damage: +8% nature Damage affinity(heal): +15% darkness Critical mult.: +15.00% Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 58 Damage when hit (Melee): 4 fire Changes resistances: +3% fire / +3% cold Changes damage: +12% cold / +3% fire Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +24.00 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +15 (+3 eff.) Armour: +2 Changes stats: +1 Str / +2 Con Changes resistances: +20% nature Changes damage: +10% nature Spell save: +11 (+1 eff.) Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +28.00 Maximum stamina: +14.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +19 (+3 eff.) Changes stats: +15 Lck Changes resistances: +3% darkness / +3% fire Changes resistances penetration: +10% blight Talent mastery: +0.40 Wild-gift / Fungus Physical save: +6 (+1 eff.) Cut immunity: +60% Maximum mana: +40.00 Spell crit. chance: +3% Healing mod.: +19% Reduce all damage from unseen attackers: 18% It can be used to activate talent Heal, placing all other charms into a 7 cooldown : Effective talent level: 1.3 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 502 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 186% Wil, 50% Mag, 88% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +142 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning / 2 physical / 6 fire / 5 acid / 5 cold Changes stats: +2 Dex / +9 Wil Changes resistances: +5% lightning / +5% physical / +3% cold / +4% fire / +9% mind / +6% acid Mental save: +4 (+1 eff.) Psi each turn: +1.20 Maximum psi: +10.00 Mindpower: +58 (+8 eff.) Mental crit. chance: +5% See invisible: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con Changes resistances: +10% fire / +6% temporal / +8% cold Changes damage: +15% temporal Spell save: +12 (+1 eff.) Mental save: +17 (+3 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +9 (+1 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 186% Wil, 50% Mag, 88% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +146 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 2) on crit: +4 physical When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +20 (+3 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +6% fire Changes resistances penetration: +7% acid / +13% fire / +14% physical / +9% cold Changes damage: +9% acid / +27% fire / +15% physical / +15% cold Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +2.10 Maximum stamina: +10.00 Mindpower: +29 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +45 Max wilder summons: +3 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +13 (+2 eff.) Changes resistances: +17% darkness Changes resistances penetration: +11% darkness Changes damage: +8% darkness Stealth bonus: +22 Physical save: +17 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +20 (+3 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 | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 825 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 heal for 33% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 each turn for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
![]() reconstruction rune of the sneak (heal 928; cure a cut or wound) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 928 life, and cure one cut or wound effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 260 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 738 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 89% Changes stats: +4 Cun / +1 Wil Changes resistances: +10% blight / +3% fire / +11% nature Mental save: +5 (+1 eff.) Poison immunity: +22% Disease immunity: +20% Confusion immunity: +13% Mindpower: +6 (+1 eff.) Amulets can have magical properties. |
![]() Lightningknight the steel amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +35 (+7 eff.) Changes stats: +3 Wil Changes resistances penetration: +20% acid Changes damage: +30% lightning Critical mult.: +20.00% Mental save: +9 (+2 eff.) Confusion immunity: +15% Only die when reaching: -92.16 life Maximum hate: +11.52 Mindpower: +9 (+1 eff.) Amulets can have magical properties. |
![]() Zubigalaith Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 12 physical Changes stats: +13 Cun / +12 Dex Changes resistances: +4% physical Changes damage: +12% mind Physical save: +12 (+1 eff.) Life regen: +3.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% acid Changes damage: +9% lightning Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +7 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
![]() sneakthief's gold ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +7 Cun / +8 Dex Life regen: +14.00 Maximum life: +71.00 Healing mod.: +15% Rings can have magical properties. |
![]() Skyonslaught the voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Effects on melee hit: * 23% chance to reduce all saves and defense by 58 * 23% chance to reduce armor by 45% Damage when hit (Melee): 6 mind Changes stats: +9 Dex Changes resistances: +15% mind / +18% cold Changes resistances penetration: +29% acid Changes damage: +6% lightning / +21% mind Rings can have magical properties. |
![]() ethereal elven-wood magestaff of greater warding (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +29 (+4 eff.) Maximum wards: +3 arcane Changes damage: +25% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +18 (+4 eff.) Spell crit. chance: +4% Damage Shield penetration: +26% Damage Shield Power: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood starstaff of warding (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Defense: +6 (+1 eff.) Damage (Melee): 39 arcane Maximum wards: +2 darkness Changes damage: +25% darkness Talents granted: +5 Ward +1 Command Staff Maximum mana: +92.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood starstaff of breaching (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% light Changes damage: +25% light Talent granted: +1 Command Staff Mana each turn: +0.29 Maximum mana: +54.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elven-wood magestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +13% darkness / +12% temporal Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +21 Resist all after a teleport: +18% New effects duration reduction after a teleport: +21% Staves designed for wielders of magic, by the greats of the art. |
![]() Tempestenvy the dragonbone starstaff (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Effects on melee hit: * 23% chance to reduce armor by 45% Changes stats: +4 Dex Changes resistances: +6% arcane Changes resistances penetration: +17% lightning / +15% physical / +17% acid Changes damage: +12% physical / +17% arcane / +30% temporal Talent granted: +1 Command Staff Mana each turn: +0.38 Maximum mana: +78.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone starstaff of breaching (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% physical / +15% temporal / +15% darkness / +15% light Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Betewyn the Duathelstreak (47.5-71.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Heavy Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Defense: +35 (+5 eff.) Changes resistances: +9% mind / +33% fire Changes resistances penetration: +15% darkness Changes damage: +30% darkness / +9% nature Confusion immunity: +23% Teleport immunity: +23% Massive two-handed battleaxes. |
![]() arcing orichalcum trident of evisceration (52.5-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Heavy Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 128 damage On weapon crit: * Wound the target dealing 391 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +16.0% Physical power: +21 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() stormbringer's orichalcum trident of torment (53.5-85.6 power, 16 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Heavy Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +38 lightning / +21 cold When wielded/worn: Changes resistances penetration: +24% lightning / +17% cold Movement speed: +49% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() blazebringer's steel longsword of massacre (26-36.4 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 26.0 - 36.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Heavy Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +22 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +4% Sharp, long, and deadly. |
![]() Blindbreacher (28.5-39.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Heavy Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +23 acid Damage (radius 1) on hit: +12 darkness / +12 acid When wielded/worn: Damage when hit (Melee): 6 darkness / 8 cold Changes resistances: +23% darkness Changes resistances penetration: +25% darkness / +29% acid Changes damage: +21% acid One-handed war axes. |
![]() Brandpiety (39-54.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Heavy Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +23 mind / +23 fire Damage (radius 2) on crit: +23 acid When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 45% Damage when hit (Melee): 6 fire Changes resistances: +18% acid / +12% mind Changes damage: +30% fire One-handed war axes. |
![]() voratun dagger of evisceration (37-48.1 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 391 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 (+2 eff.) Sharp, short and deadly. |
![]() voratun dagger of torment (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 2 power out of 8/8) : Effective talent level: 2.6 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 440.97 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +2% mind Changes damage: +2% mind Physical save: +3 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Psi when hit: +0.60 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Damage Resonance (when hit): +6% 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. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes resistances: +2% blight Changes damage: +3% nature / +9% mind Critical mult.: +7.00% Disease immunity: +10% Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 7 cold Changes resistances: +6% cold Changes resistances penetration: +4% cold Changes damage: +7% cold Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating living mindstar of venom (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 acid Changes resistances: +7% mind / +14% acid Changes resistances penetration: +8% mind / +11% acid Changes damage: +8% mind / +13% acid Life regen: +3.00 Psi when hit: +1.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful living mindstar of clarity (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +11% 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. |
![]() Vileripper the quiver of dragonbone arrows (20/20, 55-77 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 23% chance to slow global speed by 89% Damage (Ranged): +16 acid / +32 cold / +23 arcane Damage (radius 1) on hit: +23 nature / +23 acid Damage (radius 2) on crit: +23 nature / +23 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Damage (Ranged): +6 nature / +10 lightning Damage (radius 2) on crit: +5 lightning Shots are used with slings to pummel your foes to death. |
![]() flaming pouch of stralite shots of accuracy (24/24, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +19 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 Damage (radius 1) on hit: +9 fire Shots are used with slings to pummel your foes to death. |
![]() scouring steel shield of resistance (0 def, 4 armour, 37 block) Requires: - Shield usage training - Strength 16 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 6 arcane resource burn Damage (Melee): 9 acid / 12 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +5 Con Changes resistances: +17% acid / +9% lightning / +7% cold / +10% nature / +7% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Temporal Rift (8 def, 4 armour, 325 block) Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+2 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +2 Mag Changes resistances: +19% nature / -25% fire Changes damage: +13% nature / +15% cold / +15% arcane / +15% darkness Spellpower: +6 (+2 eff.) Decaying mummy wrappings. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% mind / +18% cold / +37% nature / +9% all Changes damage: +23% nature / +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% nature / +11% all Changes damage: +10% nature Mental save: +15 (+2 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken cashmere robe of light (+22%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +22% light / +11% all Changes damage: +9% temporal / +11% arcane / +15% light Maximum mana: +56.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Belotta' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Cun / +3 Dex Changes resistances: +17% mind / +9% nature / +15% light / +15% all Mental save: +24 (+4 eff.) Blindness immunity: +23% Disease immunity: +20% Only die when reaching: -92.16 life Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +13% blight / +15% all Mental save: +28 (+4 eff.) Life regen: +3.60 Maximum life: +90.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 5 power out of 50/50) : Effective talent level: 2.6 Power cost: 5 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 135.83 to 407.48 lightning damage (271.66 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+3 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +10 Str / +10 Mag / +8 Wil Changes resistances: +18% lightning Spellpower: +21 (+5 eff.) Spell crit. chance: +10% Mindpower: +17 (+2 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal / +9% fire Changes damage: +3% fire / +6% arcane / +6% mind A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 cold Changes resistances: +3% nature / +6% cold Cut immunity: +20% Maximum life: +75.00 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 45% Changes stats: +2 Cun / +1 Dex Changes resistances: +9% cold Changes resistances penetration: +5% acid Changes damage: +15% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes resistances: +13% light / +12% fire Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Beluda the Shinesmash (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +29% light / +29% fire Changes damage: +30% fire Mental save: +13 (+2 eff.) Psi when hit: +0.16 Mindpower: +25 (+4 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +8 Defense: +33 (+5 eff.) Changes stats: +2 Str / +3 Dex / +8 Con Changes resistances: +9% cold Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% 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. |
![]() Betolle the drakeskin leather gloves (34.558645806802 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +3 Defense: +35 (+5 eff.) Effects on melee hit: * 23% chance to reduce armor by 45% Damage when hit (Melee): 6 arcane Changes stats: +5 Str Changes resistances: +23% darkness / +9% fire Changes damage: +9% acid / +9% arcane Physical save: +9 (+1 eff.) When used to modify unarmed attacks: Base power: 38.5 - 42.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% fire Changes damage: +10% fire Psi each turn: +0.11 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Duveharakan the Shimmerfoe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 23% chance to reduce damage dealt by 46% Damage when hit (Melee): 12 light / 8 lightning Changes stats: +8 Cun Changes resistances: +9% cold Changes resistances penetration: +29% light Changes damage: +35% lightning / +24% darkness Mental save: +14 (+2 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
![]() Ichorgrit the drakeskin leather cap (0 def, 9 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +1 Mag / +5 Wil / +5 Cun Changes resistances: +15% lightning / +14% temporal / +12% nature / +3% darkness Mana when firing critical spell: +1.00 Spellpower: +10 (+2 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +4 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 6 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Velokira the iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Changes resistances: +9% acid / +27% fire / +6% arcane / +12% blight Mental save: +21 (+3 eff.) Pinning immunity: +23% Life regen: +4.61 Maximum life: +80.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Fatigue: -5% Changes stats: +5 Str Changes damage: +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 31 for 5 turns Activation puts all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Jay the Homosuperior Oozemancer level 33
5th Flare 122nd year of Ascendancy at 06:24 see stats
By Jay the Homosuperior Oozemancer level 25
2nd Flare 122nd year of Ascendancy at 04:07 see stats
By Jay the Homosuperior Oozemancer level 15
5th Mirth 122nd year of Ascendancy at 04:27 see stats
By Jay the Homosuperior Oozemancer level 24
1st Flare 122nd year of Ascendancy at 20:43 see stats
By Jay the Homosuperior Oozemancer level 33
5th Flare 122nd year of Ascendancy at 07:13 see stats
By Jay the Homosuperior Oozemancer level 38
7th Flare 122nd year of Ascendancy at 19:03 see stats
By Jay the Homosuperior Oozemancer level 45
9th Flare 122nd year of Ascendancy at 15:12 see stats
By Jay the Homosuperior Oozemancer level 52
2nd Dusk 122nd year of Ascendancy at 21:39 see stats
By Jay the Homosuperior Oozemancer level 10
78th Pyre 122nd year of Ascendancy at 04:26 see stats
By Jay the Homosuperior Oozemancer level 20
10th Mirth 122nd year of Ascendancy at 07:13 see stats
By Jay the Homosuperior Oozemancer level 30
4th Flare 122nd year of Ascendancy at 05:04 see stats
By Jay the Homosuperior Oozemancer level 40
7th Flare 122nd year of Ascendancy at 23:48 see stats
By Jay the Homosuperior Oozemancer level 50
1st Dusk 122nd year of Ascendancy at 17:18 see stats
By Jay the Homosuperior Oozemancer level 34
5th Flare 122nd year of Ascendancy at 14:36 see stats
By Jay the Homosuperior Oozemancer level 25
2nd Flare 122nd year of Ascendancy at 05:24 see stats
By Jay the Homosuperior Oozemancer level 14
3rd Mirth 122nd year of Ascendancy at 19:48 see stats
By Jay the Homosuperior Oozemancer level 18
7th Mirth 122nd year of Ascendancy at 18:40 see stats
By Jay the Homosuperior Oozemancer level 25
2nd Flare 122nd year of Ascendancy at 10:09 see stats
By Jay the Homosuperior Oozemancer level 21
2nd Summertide 122nd year of Ascendancy at 00:16 see stats
By Jay the Homosuperior Oozemancer level 15
5th Mirth 122nd year of Ascendancy at 04:27 see stats
Log
Jay hits Orc elite fighter for 3283 acid damage.
Jay killed Orc elite fighter!
Jay is no longer surging arcane power.
Bloated ooze deactivates Through The Crowd.
Bloated ooze deactivates Bone Shield.
Bloated ooze deactivates Bone Shield.
Bloated ooze deactivates Through The Crowd.
Jay's acid damage is no longer so potent.
Jay stops regenerating health quickly.
Jay deactivates Acidic Soil.
Jay deactivates Lucid Dreamer.
Jay deactivates Antimagic Shield.
Jay deactivates Skate.
Jay is no longer attracting creatures.
Jay deactivates Elemental Harmony.
Jay deactivates Psiblades.
Jay deactivates Through The Crowd.
Jay's nature damage is no longer so potent.
The skin of Jay starts dripping acid.
Jay deactivates Unstoppable Nature.
Jay deactivates Mitosis.
Jay no longer feels strong.
Bloated ooze deactivates Through The Crowd.
Bloated ooze deactivates Bone Shield.
Bloated ooze deactivates Through The Crowd.
Bloated ooze deactivates Bone Shield.
Bloated ooze deactivates Bone Shield.
Bloated ooze deactivates Through The Crowd.