














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.7.2This 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Auto-explore and Rest 1.7.2Quality 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. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Steel Monk Evolution for Brawler (Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds 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. Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Solipsist |
Level / Exp | 37 / 55% |
Size | medium |
Lifes / Deaths | Killed by Emulaith the brown bear at level 22 on the 14th Steel 123rd year of Ascendancy at 12:28 5 / 2Killed by Yvylebeth the patchwork troll at level 37 on the 45th Dearth 123rd year of Ascendancy at 00:56 |
Antimagic | Follower |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 25 (base 21) |
Constitution | 30 (base 16) |
Magic | 10 (base 10) |
Willpower | 104.09747569322 (base 60) |
Cunning | 83 (base 60) |
Resources
Life | 835/835 |
Equilibrium | 48 |
Psi | 540/540 |
Healing Factor | 1.2592147729953 |
Regeneration | 32.510748057342 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.64892493468% |
Spell | 0% |
Global | +145.07212032837% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 59.072219918429 |
See Invisible | 68.072219918429 |
Offense: Mainhand
Damage | 91 |
Accuracy | 52 |
Crit Chance | 28% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 77 |
Accuracy | 52 |
Crit Chance | 29% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 85 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +36% |
Acid | +32% |
Nature | +13% |
Darkness | +10% |
Cold | +3% |
Physical | +10% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 84.57 |
Spell Save | 84.68 |
Mental Save | 86 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 60%( 70%) |
All | + 11%( 70%) |
Darkness | + 19%( 70%) |
Light | + 22%( 70%) |
Temporal | + 14%( 70%) |
Lightning | + 41%( 70%) |
Fire | + 39%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 62% |
Confusion Resistance | 82% |
Pinning Resistance | 0% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 993% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Slumber | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Mentalism | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Dreaming | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Skate |
talent | Thought-Form: Bowman |
talent | Psiblades |
talent | Lucid Dreamer |
talent | Antimagic Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 84. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +2 Mag +8 Wil +11 Cun +4 Con ----- def ----- Armour +3 Resists +3% blight Crit.chn- 15.00% Phys.save +28 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +23 (+5 eff.) ---------- misc See.Invis +9 Disengage: Puts all charms on 13 cooldown Level 2.5 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 157% 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. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% cold ----- def ----- Resists +3% nature +3% temporal Spell.save +6 (+0 eff.) ---------- misc Light +6 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 | ![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+5 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% light On Hit (Melee): * 10% chance to reduce damage dealt by 36% ----- def ----- Resists +12% light +9% darkness Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 22 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 5 mental effects will be affected. As long as you wear this ring, you will never forget who you are. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +17% acid +21% lightning Melee Ret 6 lightning ----- def ----- Resists +28% acid +3% lightning Mind.save +9 (+2 eff.) HP.reg +5.00 Confus- +32% Stun/Frz- +32% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Wil +1 Cun dps ---------- Crit.mult +10.00% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 82% Wil, 49% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +6.0% Atk.spd 100% While equipped: Stats +13 Wil dps ---------- Mind.crit +7% Mind.pwr +23 (+4 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Wil +5 Cun +3 Con dps ---------- Mind.pwr +6 (+1 eff.) Against +26% Summoned Melee Ret 8 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +17 (+9 eff.) Resists +9% lightning +5% arcane D.Red.from +19% Summoned Mind.save +8 (+2 eff.) Stealth +9 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 82% Wil, 49% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +13 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 59 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 6.3 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 116 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% lightning +13% nature +15% acid ----- def ----- Resists +22% lightning +22% acid +12% fire +19% nature +11% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -225 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 225 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 165.83 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 579 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 43 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +15% blight +15% temporal +15% nature ----- def ----- Resists +15% blight +15% temporal +15% nature ---------- misc Vim/kill +4.00 Entropy: Level 3.5 Pwr.cost 13 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Each turn, for the next 2 turns, one of the target's sustained talents will be deactivated. This ring looks like a tangle of sickly metal strangs. Coloured threads of green and purple look faded amongst the blackened silver ones. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +5% arcane +3% mind Phys.save +6 (+0 eff.) Die.at -80.00 life Max.HP +108.00 HP.reg +11.00 Heal.mod +13% Confus- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% acid +18% temporal Res.pen +15% acid ----- def ----- Resists +15% lightning Phys.save +14 (+0 eff.) Spell.save +14 (+0 eff.) Mind.save +12 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning +9% acid Res.pen +25% acid Melee Ret 10 acid 10 fire ----- def ----- HP.reg +6.00 Stun/Frz- +34% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +11 (+0 eff.) Max.HP +58.00 HP.reg +11.00 Heal.mod +11% ---------- misc Max.stam +29.00 Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane Power 138% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +28.00% Spell.pwr +21 (+10 eff.) S.pwr/crit +7 Melee+ 27 fire Dmg.mod +9% blight +31% cold +9% mind Res.pen +5% blight ----- def ----- Resists +6% mind ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +12.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% physical ----- def ----- Phys.save +5 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% fire Res.pen +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Nature Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 nature On Crit.r2 +26 lightning +24 cold While equipped: dps ---------- Mov.spd +35% Res.pen +10% lightning +12% cold Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 nature On Crit.r2 +63 fire While equipped: dps ---------- All.spd +7% Res.pen +7% fire Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 2 While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +30 (+15 eff.) Dmg.mod +24% temporal Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 44 ----- def ----- Resists +6% mind Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 29 damage Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +10 (+5 eff.) One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) All.spd +4% Melee+ 4 lightning 4 physical 12 fire 5 acid 5 cold Dmg.mod +7% fire Res.pen +8% fire ----- def ----- Resists +5% lightning +4% physical +4% cold +12% fire +5% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +11.00% Mind.pwr +8 (+1 eff.) ----- def ----- Phys.save +6 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 temporal While equipped: Stats +9 Cun +6 Dex dps ---------- Mind.crit +5% Crit.mult +16.00% Mind.pwr +10 (+2 eff.) Dmg.mod +5% nature Res.pen +7% nature +15% temporal ----- def ----- Resists +4% nature Max.HP +24.00 HP.reg +1.40 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego++] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +93 Uses 1.0 Steam When used to Attack: On Hit: * Deal physical damage equal to your armor (11) While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +14 (+7 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego++] Master/Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% physical Acc +11 (+5 eff.) Apr +5 ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +9.0% Acc +15 (+7 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% mind Res.pen +25% lightning ----- def ----- Resists +15% fire +12% cold ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +11 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Phys.crit +3.0% Steampwr +10 (+4 eff.) Acc +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 arrow ammo [Ego+] Master Power 152% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +10 Crit +14.0% Capacity 16 On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego++] Nature/Master Power 170% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 17 On Hit: * 20% chance to create vines that bind the target to the ground dealing 310 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego++] Nature/Psionic Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 17 Ranged+ +11 darkness Against +7% Living On Hit: * 20% chance to create vines that bind the target to the ground dealing 310 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 157% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature When used to Attack: Power 108% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 6 fire ----- def ----- Armour +4 Fatigue +8% Resists +12% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane/Master When used to Attack: Power 143% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +13 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 18 lightning ----- def ----- Armour +6 Fatigue +8% Resists +11% lightning +21% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+8 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +13% all +19% fire ---------- misc Mana/turn +0.23 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +13 (+6 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Spell.save +20 (+0 eff.) Silence- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% Spell.pwr +10 (+5 eff.) Dmg.mod +13% all ----- def ----- Resists +13% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +6% light +6% temporal +5% arcane +15% all Phys.save +22 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Nature While equipped: dps ---------- Mind.pwr +8 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +10% acid +9% physical +10% cold +14% lightning +11% fire A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +17 Defense +4 (+2 eff.) Fatigue +12% Resists +19% cold A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 13 acid 11 fire Melee Ret 10 acid 15 fire ----- def ----- Armour +13 Defense +13 (+7 eff.) Fatigue +12% Resists +15% acid +20% fire Mind.save +16 (+3 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+0 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Mind.pwr +25 (+5 eff.) Acc +20 (+10 eff.) Apr +2 ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +7 Lck ----- def ----- Defense +10 (+5 eff.) Stealth +15 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% blight +20% lightning Melee Ret 6 acid 2 blight ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% light Disease- +10% Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +9% arcane Res.pen +20% mind +20% arcane ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Spell.save +9 (+0 eff.) ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +9 (+5 eff.) Phys.save +10 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% physical Melee Ret 2 physical On Hit (Melee): * 10% chance to slow global speed by 74% ----- def ----- Armour +1 Phys.save +3 (+0 eff.) ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +18% arcane +6% blight Melee Ret 6 arcane ----- def ----- Armour +3 Phys.save +9 (+0 eff.) Spell.save +6 (+0 eff.) ---------- misc Stam/turn +1.90 Vim/s.crit +2.00 Max.stam +25.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Cun +1 Con ----- def ----- Armour +3 Phys.save +13 (+0 eff.) Mind.save +13 (+3 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +5 ---------- misc Stam/turn +0.70 Max.stam +23.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Armour +4 Fatigue +3% Silence- +32% Confus- +26% Stun/Frz- +26% Blink to a nearby random location (rad 11) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 102% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 128.35 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) Apr +10 ----- def ----- Armour +7 Mind.save +8 (+2 eff.) Max.HP +62.00 Unarmed combat: Power 141% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +12 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+0 eff.) Max.HP +20.00 Unarmed combat: Power 107% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Phys.crit +4.0% Melee+ 8 fire Dmg.mod +8% fire Acc +15 (+7 eff.) ----- def ----- Armour +12 Fatigue +3% Resists +8% fire Die.at -80.00 life Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +11 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex +1 Mag +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 9 acid Dmg.mod +5% acid Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +7% blight Crit.chn- 15.00% Phys.save +15 (+0 eff.) Spell.save +14 (+0 eff.) Mind.save +5 (+1 eff.) Disarm- +21% Unarmed combat: Power 123% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% Melee+ +18 physical On Crit.r2 +10 acid On Hit: 10% Juggernaut 1 On Hit: 10% Corrosive Breath 3 On Hit: * 16% chance to slow global speed by 74% * 13% chance to reduce armor by 22% Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Mind.crit +2% Melee+ 8 nature Dmg.mod +6% nature Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 74% On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +8 Fatigue +5% Resists +8% nature +6% cold Spell.save +14 (+0 eff.) Mind.save +13 (+3 eff.) Max.HP +59.00 Unarmed combat: Power 147% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +12 nature On Hit: 10% Venomous Breath 5 On Hit: 10% Battle Shout 5 On Hit: * 27 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Fatigue +5% Phys.save +25 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +17 (+3 eff.) Max.HP +61.00 Disarm- +38% Unarmed combat: Power 143% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +14 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt While equipped: Stats +2 Cun dps ---------- Mind.pwr +15 (+3 eff.) Melee+ 13 lightning Dmg.mod +7% lightning On Melee Ret: * 34 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning Spell.save +20 (+0 eff.) Mind.save +6 (+1 eff.) HP.reg +3.40 ---------- misc Stam/turn +0.50 Psi/turn +0.39 Max.psi +50.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 5 On Hit: 10% Second Wind 1 On Hit: * 28 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego+] Arcane/Nature While equipped: Stats +4 Mag +1 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +2 (+1 eff.) Resists +8% lightning +8% temporal Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 6.5 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +5% arcane +5% cold Mind.save +3 (+1 eff.) Max.HP +60.00 Pinning- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Dmg.mod +3% arcane +9% blight Apr +5 ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +9% fire Res.pen +10% light Melee Ret 4 fire ----- def ----- Armour +3 Fatigue +3% Resists +10% physical +12% light +12% darkness Phys.save +20 (+0 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% fire Res.pen +5% light On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +3 Fatigue +3% Resists +5% blight +24% fire Mind.save +8 (+2 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +7% blight A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% nature Spell.save +6 (+0 eff.) Max.HP +56.00 Heal.mod +13% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% nature +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
malachite malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+8 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+10 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By ImmaFinnaBridge the Dwarf Solipsist level 36
14th Dearth 123rd year of Ascendancy at 14:31 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 30
13rd Gold 123rd year of Ascendancy at 03:35 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 32
3rd Wealth 123rd year of Ascendancy at 13:00 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 35
21st Wealth 123rd year of Ascendancy at 02:19 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 9
25th Voratun 122nd year of Ascendancy at 18:34 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 33
5th Wealth 123rd year of Ascendancy at 03:06 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 27
35th Steel 123rd year of Ascendancy at 05:18 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 23
15th Steel 123rd year of Ascendancy at 02:14 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 32
35th Profit 123rd year of Ascendancy at 09:25 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 36
14th Dearth 123rd year of Ascendancy at 14:53 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 10
14th Profit 122nd year of Ascendancy at 03:27 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 20
7th Iron 123rd year of Ascendancy at 09:11 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 30
13rd Gold 123rd year of Ascendancy at 02:50 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 30
11st Stralite 123rd year of Ascendancy at 20:12 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 30
45th Stralite 123rd year of Ascendancy at 15:15 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 6
18th Voratun 122nd year of Ascendancy at 22:52 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 9
2nd Profit 122nd year of Ascendancy at 12:50 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 36
14th Dearth 123rd year of Ascendancy at 14:31 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 25
24th Steel 123rd year of Ascendancy at 23:43 see stats
By ImmaFinnaBridge the Dwarf Solipsist level 17
27th Dearth 122nd year of Ascendancy at 17:35 see stats
Log
ImmaFinnaBridge hits Chitinous spider for 306 mind damage.
ImmaFinnaBridge uses Sunder Mind.
Chitinous spider's mental functions have been impaired.
ImmaFinnaBridge hits Chitinous spider for 169 mind damage.
Chitinous spider uses Infusion: Healing.
Chitinous spider receives 52 healing from Infusion: Healing.
Talent Mind Sear is ready to use.
ImmaFinnaBridge uses Mind Sear.
ImmaFinnaBridge's mind surges with critical power!
ImmaFinnaBridge hits Chitinous spider for 304 mind damage.
ImmaFinnaBridge killed Chitinous spider!
Talent Sunder Mind is ready to use.
Talent Mind Sear is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 40 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: hostile spotted to the south (Lisurenor the skeleton warrior)).
Lisurenor the skeleton warrior casts Call of the Crypt.
ImmaFinnaBridge uses Nightmare.
Saving game...
Saving done.