












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Ashes of Urh'Rok 1.5.0Official 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:
Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Embers of Rage 1.5.0Official 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:
Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Harbinger 1.5.5 Convenient Digging 1.5.5 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Select your Escorts 1.5.0Allows 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Spell Merchants 1.0.1 Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Prodigy Tweaks 1.5.5 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | PsiOoze |
| Level / Exp | 27 / 5% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 117 (base 54) |
| Dexterity | 137 (base 54) |
| Constitution | 57 (base 54) |
| Magic | 56 (base 54) |
| Willpower | 72 (base 54) |
| Cunning | 86.799670274355 (base 54) |
Resources
| Hate | 100/100 |
| Equilibrium | 46 |
| Life | 6420/6420 |
| Stamina | 703/703 |
| Psi | 562/562 |
| Healing Factor | 1.4305726872247 |
| Regeneration | 80.183599118943 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +140% |
| Spell | +200% |
| Global | +240.00527732609% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 18 |
| See Stealth | 127.76800206908 |
| See Invisible | 127.76800206908 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 87 |
| Crit Chance | 29% |
| APR | 146 |
| Speed | 0.33 |
Offense: Offhand
| Damage | 83 |
| Accuracy | 87 |
| Crit Chance | 33% |
| APR | 146 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 31.5 |
| Crit Chance | 29% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 50.7 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 53% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +63% |
| Blight | +58% |
| Arcane | +52% |
| Mind | +70% |
| All | 0% |
| Physical | +56% |
| Lightning | +52% |
| Light | +52% |
| Temporal | +55% |
| Cold | +52% |
| Darkness | +58% |
| Fire | +71% |
| Nature | +94% |
Offense: Damage Penetration
| Acid | +58% |
| Blight | +58% |
| Arcane | +58% |
| Mind | +58% |
| All | +6% |
| Physical | +64% |
| Lightning | +58% |
| Light | +58% |
| Temporal | +83% |
| Cold | +58% |
| Darkness | +58% |
| Fire | +58% |
| Nature | +58% |
Defense: Base
| Armour (hardiness) | 170 (100%) |
| Defense | 73 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 133 |
| Spell Save | 130 |
| Mental Save | 139 |
Defense: Resistances
| Acid | + 85%(100%) |
| Blight | + 97%(100%) |
| Arcane | + 95%(100%) |
| Mind | + 90%(100%) |
| All | + 52%(100%) |
| Physical | + 84%(100%) |
| Lightning | + 83%(100%) |
| Light | + 81%(100%) |
| Temporal | + 78%(100%) |
| Cold | + 83%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 90% |
| Poison Resistance | 100% |
| Blind Resistance | 99% |
| Silence Resistance | 60% |
| Bleed Resistance | 94% |
| Disarm Resistance | 25% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (2/5)
| Infusions | Effective talent level: 1.0 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Psionic / Absorption | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Focus | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Slime | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Darkness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Kinetic mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Shadows | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thermal mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mucus | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Charged mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 9.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Kinetic Shield |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Acidic Skin |
| talent | Beyond the Flesh |
| beneficial effect | You gain 122% resistance against fire. Resolve |
| beneficial effect | Guarding against melee damage: Will dismiss up to 61 damage from the next 2.0 attack(s) with a 26% chance to counterattack. Guarded |
Quests
You failed to protect the lost anorithil from death by Polulle the skeleton warrior. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
Equipment
| Psionic focus | Flaredream the vined mindstar (6-6.6 power, 36 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 68% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +36 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +4 fire Damage against: +9% Undead When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% blight / +13% darkness / +7% nature Changes damage: +9% fire Critical mult.: +9.00% Stamina when hit: +0.50 Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +24 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. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 481.61 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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. |
| Light source | Xanoda the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +3 Con Changes resistances: +7% blight / +9% light Changes resistances penetration: +6% all Mental save: +14 (+2 eff.) Blindness immunity: +5% Life regen: +2.30 Maximum psi: +30.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +6% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Elamira the cashmere wizard hat (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +4 Wil Changes resistances: +3% temporal / +22% nature / +3% darkness Changes damage: +15% nature / +6% mind Physical save: +6 (+1 eff.) Mental save: +8 (+1 eff.) A pointy cloth hat, very wizardly... |
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 5 power out of 20/20) : Effective talent level: 3.6 Power cost: 5 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Tool | yew totem of thorny skin 'Abysswisp' [power 37] (5 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +24% fire Maximum wards: +3 acid / +3 nature / +3 light Changes damage: +6% blight Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | SilowenCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Fatigue: -6% Changes stats: +4 Cun Changes resistances: +15% mind Changes damage: +12% mind Maximum encumbrance: +23 Mental save: +30 (+4 eff.) Disarm immunity: +15% Rings can have magical properties. |
| On fingers | NudugrimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +12 Changes stats: +6 Str / +6 Dex / +6 Cun Changes resistances: +6% blight / +26% nature / +12% lightning Changes damage: +13% nature Reduces incoming crit damage: 5.00% Mental save: +6 (+1 eff.) Disease immunity: +5% Rings can have magical properties. |
| Around neck | ShimmerfistInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Cun / +5 Con Changes resistances: +13% nature / +15% blight Physical save: +35 (+5 eff.) Poison immunity: +29% Disease immunity: +24% Life regen: +1.50 Maximum life: +58.00 Amulets can have magical properties. |
| In main hand | Weepcrack the vined mindstar (6-6.6 power, 36 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 6.0 - 6.6 Uses stats: 68% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +36 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage against: +8% Animal When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 7 nature Damage when hit (Melee): 7 physical Changes resistances: +6% nature / +9% physical Changes resistances penetration: +6% physical Changes damage: +4% physical Mindpower: +12 (+2 eff.) Mental crit. chance: +2% Infravision radius: +2 It can be used to activate talent Burrow, placing all other charms into a 7 cooldown : Effective talent level: 1.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
| Around waist | hardened leather belt 'Camekor'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Changes stats: +3 Dex / +2 Mag / +3 Wil / +5 Cun / +7 Lck Trap disarming bonus: +16 Stealth bonus: +7 Physical save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Maximum life: +43.00 Spell crit. chance: +2% Mindpower: +5 (+1 eff.) Infravision radius: +5 A belt that goes around your waist. |
| In off hand | vined mindstar 'Layigatta' (5-5.5 power, 36 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 68% Wil, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +36 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +6 temporal / +8 nature slow Damage against: +7% Undead When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +7% blight / +19% darkness / +6% nature Changes damage: +4% nature / +3% temporal Disarm immunity: +10% Stamina when hit: +0.70 Mindpower: +14 (+3 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. |
| Cloak | Beluwe the Coalream (7 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes resistances: +12% darkness / +12% cold Changes damage: +6% darkness Physical save: +5 (+1 eff.) Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polita (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% acid / +15% nature / +13% mind / +14% darkness Changes resistances penetration: +25% temporal Changes damage: +11% acid / +10% nature Physical save: +10 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +26 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
This item will automatically be transmogrified when you leave the level.sun infusion of the duelist (rad 7; power 76; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 76) for 5 turns. Its effects scale with your Dexterity 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. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 9 for 6 turns) 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: 12 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
This item will automatically be transmogrified when you leave the level.Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Talent mastery: +0.20 Wild-gift / Rain Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 26.19 cold and 26.88 physical damage (based on Willpower) each turn and knocking opponents back, costing 14 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level.mule's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Rings can have magical properties. |
savior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +13 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Armuran the Pitchstun (33-49.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 214% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 light Damage against: +16% Undead When wielded/worn: Accuracy: +19 (+4 eff.) Damage when hit (Melee): 12 darkness Changes stats: +10 Str Changes damage: +16% physical Physical save: +20 (+3 eff.) Cut immunity: +20% Stamina when hit: +5.00 Only die when reaching: -20.00 life Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Spelldrinker (27-35.1 power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 80% Wil, 98% Cun, 5% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stats: 80% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +5 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel dagger of erosion (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 80% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 temporal / +7 nature / +5 darkness Damage against: +4% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic stralite greatmaul of paradox (58.5-87.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 214% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +19 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +13% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul (38-57 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.0 - 57.0 Uses stat: 214% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel greatsword (37.5-60 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 214% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel greatsword of phasing (38.5-61.6 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 214% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +14% Damage (Melee): +13 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.chilling steel greatsword (21.5-34.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 214% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +19 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.mighty yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mighty yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 cold When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str Changes damage: +15% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steady yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +5.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances penetration: +15% physical Changes damage: +20% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace of persecution (27-37.8 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +2 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace of vileness (28.5-39.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to disease Damage (Melee): +10 blight Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace of projection (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Blunt and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent masteries: +0.10 Wild-gift / Supercell +0.15 Psionic / Charged mastery +0.10 Wild-gift / Thunder Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Eilinivena (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 blight When wielded/worn: Armour: +14 Damage when hit (Melee): 8 ice Changes stats: +4 Wil Changes resistances: +8% physical / +11% nature / +8% cold Changes resistances penetration: +10% cold Changes damage: +9% arcane / +9% cold Talent mastery: +0.20 Technique / Conditioning Physical save: +5 (+1 eff.) Mana each turn: +0.04 Spell crit. chance: +1% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Talent masteries: +0.10 Wild-gift / Rain +0.10 Wild-gift / Blizzard Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Flashquarry (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Wil Changes resistances: +17% mind Changes resistances penetration: +15% mind Changes damage: +2% acid / +6% mind Physical save: +3 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +0.80 Maximum psi: +27.00 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. |
Ragadir (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar summons a caller. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +9% acid / +14% mind / +13% light Changes damage: +3% nature Disease immunity: +16% Mindpower: +8 (+2 eff.) Mental crit. chance: +3% See stealth: +7 See invisible: +8 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. |
Samurion (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 cold / +5 temporal When wielded/worn: Changes stats: +1 Cun Changes resistances: +4% blight / +4% fire / +4% light Changes resistances penetration: +10% blight Changes damage: +6% temporal / +4% darkness / +4% cold / +4% nature / +9% arcane Disease immunity: +10% Life regen: +0.70 Maximum life: +19.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Infravision radius: +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. |
horrifying mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +3% mind / +3% darkness 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. |
mossy mindstar (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades 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. |
mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades 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. |
mossy mindstar (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades 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. |
vined mindstar 'Armintir' (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar calls for a summoner. This natural lightning should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +7 bleed When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 7 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +1 Cun / +2 Con Changes resistances: +7% lightning Changes resistances penetration: +8% lightning / +4% physical / +3% cold / +4% fire / +3% acid Changes damage: +5% lightning / +14% physical / +7% cold / +6% fire / +6% acid Physical save: +6 (+1 eff.) Blindness immunity: +15% Disarm immunity: +10% Confusion immunity: +5% Mindpower: +4 (+1 eff.) Mental crit. chance: +9% Infravision radius: +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. |
vined mindstar of balance (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +4 (+1 eff.) Spell save: +3 (+0 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+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. |
vined mindstar of clarity (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +4 (+1 eff.) Maximum psi: +12.00 Mindpower: +4 (+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. |
This item will automatically be transmogrified when you leave the level.Kheluzor the Oozepall Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +9 acid When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Str / +2 Mag Changes resistances penetration: +5% mind Changes damage: +12% acid / +7% arcane / +3% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+1 eff.) Psi when hit: +0.12 Spellpower: +7 (+1 eff.) Mental crit. chance: +1% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Cuthechak the yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +14 Defense: +16 (+4 eff.) Damage (Melee): 23 fire Changes resistances: +3% nature / +6% blight Maximum wards: +3 acid Changes damage: +20% acid Talents granted: +5 Ward +1 Command Staff Critical mult.: +30.00% Mental save: +20 (+3 eff.) Poison immunity: +15% Knockback immunity: +10% Spellpower: +14 (+2 eff.) Spell crit. chance: +3% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+2 eff.) It can be used to activate talent Arcane Supremacy (costing 5 power out of 20/20) : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level.ash vilestaff of power (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood starstaff 'Elenasta' (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +8.0% Changes stats: +1 Wil Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +14.00% Spell save: +30 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +18 Spellpower: +14 (+2 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent yew magestaff of fate (25-30 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +8 (+1 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew magestaff (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +37.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of might (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging dwarven-steel steamstaff Requires: - Magic 24 - Cunning 24 Powered by arcane forces Powered by steamtech 5.00 Encumbrance. Type: weapon / steamstaff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Steampower: +9 (+3 eff.) Steam staves are designed for those who wish to weld magic and steam. There are miniature machines embedded in them. They sacrifice the ability to change the damage type for mechanically and mystically enhanceable damage |
This item will automatically be transmogrified when you leave the level.Muvor (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 blight / +12 cold / +10 darkness Burst (radius 2) on crit: +8 mind Damage against: +7% Living When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +4% all Changes resistances penetration: +7% nature / +10% mind Changes damage: +3% mind / +3% blight One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Ragaharahad the dwarven-steel waraxe (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 8% chance to daze at end of turn Damage (Melee): +20 blight When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Str / +3 Dex / +4 Mag / +5 Wil / +6 Cun / +2 Con Changes resistances penetration: +8% lightning Changes damage: +6% physical Stamina when hit: +1.10 Infravision radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.balanced stralite waraxe of erosion (30.5-42.7 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 179% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +9 nature / +5 temporal When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +8 (+2 eff.) Disarm immunity: +32% One-handed war axes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Physical save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of Iron Throne (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of light (+18%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +18% light Changes damage: +12% light Mana each turn: +0.14 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mental save: +20 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of protection (5 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes damage: +12% arcane Physical save: +18 (+3 eff.) Maximum mana: +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of the mind (+10%) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% mind Changes damage: +10% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven cashmere robe of blight (+12%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% blight Changes damage: +12% blight Spell save: +18 (+3 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Spell save: +23 (+3 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Eilinoda the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +12% nature / +3% acid Physical save: +26 (+4 eff.) Spell save: +36 (+5 eff.) Mental save: +23 (+3 eff.) Disarm immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of evasion (15 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+4 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +7% mind Mental save: +11 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel mail armour of temporal resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +18% temporal / +13% light / +11% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +17% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Duvugas (7 def, 15 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Armour: +15 Defense: +7 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +7 Dex Changes resistances: +19% lightning / +3% temporal Life regen: +1.90 Stamina each turn: +0.40 Maximum life: +52.00 Healing mod.: +18% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +6% physical / +12% light / +13% darkness Physical save: +17 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +18% acid Life regen: +4.30 Stamina each turn: +1.00 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour of cold resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +20% cold A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable stralite plate armour of clarity (7 def, 19 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +7% mind Mental save: +16 (+2 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Turuduhir the Shockclash (8 def, 2 armour, 71.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 8% chance to cause random gloom * 15% chance to daze at end of turn Effects when hit in melee: * 21% chance to cause random gloom * 19% chance to reduce effective powers by 20% * 20 arcane resource burn Changes stats: +5 Con Changes resistances: +9% acid / +6% fire / +10% arcane / +10% nature Changes damage: +9% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.deflecting steel shield of reflection (14 def, 2 armour, 45 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +14 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +13% light / +12% darkness Talent granted: +2 Block Deflect projectiles away: +7% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.icy dwarven-steel shield (8 def, 2 armour, 84 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.icy dwarven-steel shield of resilience (8 def, 2 armour, 80.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 12 ice Talent granted: +3 Block Maximum life: +40.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.reinforced dwarven-steel shield (8 def, 8 armour, 105 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking dwarven-steel shield (8 def, 2 armour, 83 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 5 lightning Damage when hit (Melee): 11 lightning Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.acidic quiver of yew arrows (19/19, 36-50.4 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 89% Wil, 125% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon crit: * splashes the target with acid Damage (Ranged): +15 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.arcing quiver of yew arrows of accuracy (19/19, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 89% Wil, 125% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +12 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows of accuracy (20/20, 34.5-48.3 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 89% Wil, 125% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows of accuracy (21/22, 28-39.2 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.0 - 39.2 Uses stats: 89% Wil, 125% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. |
3 garnet0.00 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. |
Rod of Recall (8/8)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 45 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Ce'Noma the ash totem of thorny skin [power 31] (5 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Maximum wards: +4 acid / +3 nature / +4 light Talent cooldown: Rushing Claws (-1 turn) Talents granted: +2 Rushing Claws +2 Ward Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Silence immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.yew totem of thorny skin 'Sunblast' [power 40] (5 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% light Changes damage: +6% arcane Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Spell save: +3 (+0 eff.) Mana each turn: +0.04 Damage Shield penetration: +20% It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Daina the Yeek PsiOoze level 20
1st Mirth 122nd year of Ascendancy at 18:58 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Daina the Yeek PsiOoze level 9
77th Pyre 122nd year of Ascendancy at 14:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Daina the Yeek PsiOoze level 10
78th Pyre 122nd year of Ascendancy at 16:34 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Daina the Yeek PsiOoze level 20
1st Mirth 122nd year of Ascendancy at 18:42 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Daina the Yeek PsiOoze level 19
79th Pyre 122nd year of Ascendancy at 16:35 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Daina the Yeek PsiOoze level 16
79th Pyre 122nd year of Ascendancy at 09:26 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Daina the Yeek PsiOoze level 26
4th Mirth 122nd year of Ascendancy at 08:12 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Daina the Yeek PsiOoze level 4
75th Pyre 122nd year of Ascendancy at 03:44 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Daina the Yeek PsiOoze level 2
74th Pyre 122nd year of Ascendancy at 23:09 see stats
Log
Fire drake hatchling is dazed!
Daina HEALS from fire damage!
Daina hits Fire drake hatchling for 383 mind, 18 nature, 12 temporal, 20 nature, 18 nature (450 total damage).
Fire drake hatchling hits Daina for 0 fire, 0 fire (0 total damage).
Daina's mind surges with critical power!
Fire drake hatchling shrugs off the critical damage!
Fire drake hatchling is not dazed anymore.
Daina is invigorated by the attack!
Daina's mind surges with critical power!
Daina is invigorated by the attack!
Daina HEALS from fire damage!
Daina hits Fire drake hatchling for 527 mind damage.
Fire drake hatchling hits Daina for 0 fire, 0 fire (0 total damage).
Daina killed Fire drake hatchling!
You pickup 0.80 gold pieces.
Daina deactivates Kinetic Shield.
Daina deactivates Augmentation.
Daina deactivates Beyond the Flesh.
The skin of Daina starts dripping acid.
Daina deactivates Wild Growth.
Daina deactivates Gesture of Pain.
Daina deactivates Mitosis.
Daina is no longer attuned.
Daina deactivates Psiblades.
Daina deactivates Deflection.
Daina deactivates Daunting Presence.
Daina deactivates Call Shadows.

















































































































































































