
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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. 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. 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:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Summoner |
Level / Exp | 50 / 229% |
Size | medium |
Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 50 on the 35th Dusk 124th year of Ascendancy at 15:45 / 2Killed by Vor, Grand Geomancer of the Pride at level 50 on the 35th Dusk 124th year of Ascendancy at 23:25 |
Antimagic | Follower |
Primary Stats
Strength | 8 (base 8) |
Dexterity | 31 (base 31) |
Constitution | 72 (base 60) |
Magic | 14 (base 14) |
Willpower | 169 (base 66) |
Cunning | 90 (base 62) |
Resources
Life | -129/2174 |
Equilibrium | 38 |
Healing Factor | 1.9962906294958 |
Regeneration | 98.972167767331 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 60.812433091029 |
See Invisible | 75.812433091029 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 74 |
Accuracy | 70 |
Crit Chance | 32% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 90 |
Accuracy | 70 |
Crit Chance | 36% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 93 |
Crit Chance | 76% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +17% |
Mind | +8% |
All | +2% |
Lightning | +8% |
Light | +8% |
Physical | +10% |
Cold | +41% |
Fire | +28% |
Nature | +27% |
Offense: Damage Penetration
Mind | +25% |
Acid | +5% |
Fire | +25% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 17 (48.304188961773%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 47 |
Mental Save | 77 |
Defense: Resistances
Mind | + 41%( 70%) |
Darkness | + 41%( 70%) |
Light | + 34%( 70%) |
Cold | + 70%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 34%( 70%) |
Fire | + 47%( 70%) |
All | + 30%( 70%) |
Defense: Immunities
Disarm Resistance | 44% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 60% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1188% 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 Willpower stat. |
Infusions | Effective talent level: 2.5 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 magical and physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1020% 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 Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
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. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Willpower by +5. | 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 Shardskin. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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: 1952. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of fire wyrm saliva. * You've found the needed multi-hued wyrm scale. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vampire lord fang. * You've found the needed wretchling eyeball. | 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! | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +8% Critical power +10.00% Mindpower +30 (+6 eff.) Damage +6% lightning defense ------ Armor +3 Fatigue -7% Physical save +10 (+5 eff.) other ------- Encumbrance +30 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +7% Mindpower +6 (+2 eff.) defense ------ Mind save +7 (+1 eff.) Life +50.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 4.2 Power cost 16 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 41.04 mind and 38.76 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 40% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 40. Terrified: Deals 10.26 mind and 9.69 darkness damage per turn and increases cooldowns by 61%. Haunted: Causes the target to suffer 15.98 mind and 15.09 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+3 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 225.81 arcane damage and stunned). Uses 85 power out of 145/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 26 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +9 Wil offense ------ Damage +6% mind +17% cold Ignore resists +25% mind When Hit 8 nature defense ------ Resistance +34% cold Mind save +20 (+4 eff.) Life +54.00 Life Regen +16.00 Healmod +16% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +12% fire +14% cold Ignore resists +5% acid On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +5% arcane +24% fire +15% darkness +28% cold Spell save +3 (+1 eff.) Life +40.00 Disarm Resist +44% Pinning Resist +40% Knockbk Resist +40% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (107). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +8% physical +8% cold +8% fire defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +15 Wil +7 Cun +2 Con offense ------ Physical Crit +6.0% Against +43% Summoned defense ------ Armor +6 Resist Against +33% Summoned Mind save +12 (+3 eff.) Life +110.00 Life Regen +2.10 Healmod +22% other ------- Stamina/turn +1.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) defense ------ Resistance +15% mind Mind save +25 (+5 eff.) other ------- 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. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Mind Crit +8% Mindpower +20 (+4 eff.) Damage +6% light +6% fire Ignore resists +25% fire defense ------ Defense +12 (+4 eff.) Resistance +6% light Physical save +10 (+5 eff.) Mind save +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +15% arcane When Hit 10 arcane defense ------ Resistance +20% blight +15% all Crit Resistance 15.00% Life +100.00 Life Regen +3.50 Healmod +23% other ------- Infravision +3 See Invisibility +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 4.5 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 596 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +3 Con offense ------ Ignore resists +15% mind When Hit 4 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 defense ------ Armor +6 Resistance +11% lightning Physical save +11 (+5 eff.) Unlife -40.00 life Life +40.00 Life Regen +3.00 Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +3 Wil offense ------ Critical power +40.00% Physical Power +25 (+12 eff.) Damage +12% light Accuracy +15 (+7 eff.) defense ------ Defense +25 (+8 eff.) other ------- Stamina/turn +3.00 Masteries +0.23 Wild-gift/Summoning (distance) +0.23 Wild-gift/Summoning (utility) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Dex offense ------ Physical Power +20 (+10 eff.) Damage +14% mind +18% physical defense ------ Resistance +14% mind Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +11 (+3 eff.) defense ------ Resistance +12% blight +9% fire +9% nature +6% cold Physical save +15 (+7 eff.) Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +24% lightning +9% fire +9% cold Ignore resists +15% cold When Hit 10 cold defense ------ Resistance +21% lightning +9% cold Life +36.00 Disarm Resist +38% Pinning Resist +35% Knockbk Resist +37% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 35.93 cold and 28.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +10 Mag +6 Wil offense ------ Spellpower +8 (+4 eff.) On-Hit 19 light On-Ranged-Hit 21 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% fire When Hit 4 fire defense ------ Resistance +12% blight Crit Resistance 15.00% Unlife -40.00 life Life +42.00 Life Regen +7.00 Healmod +11% Teleport Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +49.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ On-Hit 10 light On-Ranged-Hit 16 light Damage +14% light defense ------ Fatigue -6% other ------- Encumbrance +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +10 (+5 eff.) Spellpower +10 (+4 eff.) Mindpower +7 (+2 eff.) defense ------ Fatigue -5% other ------- Encumbrance +26 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Con offense ------ Damage +15% darkness defense ------ Resistance +30% darkness Spell save +18 (+6 eff.) other ------- Max stamina +28.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +13% lightning defense ------ Resistance +26% lightning Physical save +10 (+5 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Physical Power +13 (+6 eff.) Spellpower +11 (+4 eff.) Mindpower +25 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex offense ------ Ignore resists +25% lightning Accuracy +8 (+4 eff.) When Hit 10 temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Resistance +6% blight +3% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +14% light defense ------ Resistance +6% lightning +28% light +12% nature Crit Resistance 10.00% Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Life +80.00 Life Regen +4.00 other ------- Max vim +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Spellpower/crit +10 Damage +27% mind +15% blight Ignore resists +25% arcane Ignore Shields +30% defense ------ Resistance +18% mind other ------- Mana/turn +0.12 Max mana +100.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun offense ------ Damage +18% light +6% mind Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 38% * 20% chance to reduce all saves and defense by 47 defense ------ Resistance +36% light Crit Resistance 15.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun offense ------ On-Hit 18 physical On-Ranged-Hit 18 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 47 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 47 defense ------ Resistance +11% nature +10% blight Poison Resist +22% Disease Resist +13% other ------- Hate-on-crit +3.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str offense ------ Accuracy +9 (+4 eff.) Ignore Armor +8 defense ------ Armor +10 Defense +10 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Cun +8 Wil offense ------ Spell Crit +3% Mind Crit +4% Spellpower +15 (+5 eff.) Mindpower +14 (+3 eff.) Spellpower/crit +2 Damage +6% physical Ignore resists +10% darkness +4% physical defense ------ Resistance +7% physical Spell save +5 (+2 eff.) other ------- Mana/turn +0.12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 26 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 121.26 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +12 blight While equipped: Stats +8 Wil offense ------ Mind Crit +8% Physical Power +25 (+12 eff.) Mindpower +35 (+7 eff.) Damage +12% physical defense ------ Defense +15 (+5 eff.) Spell save +26 (+9 eff.) Life +60.00 Stun Resist +20% other ------- Psi when Hit +0.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Mag 20 [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+4 eff.) Mindpower +12 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Cun offense ------ Mind Crit +10% Critical power +36.00% Mindpower +38 (+8 eff.) Damage +21% light When Hit 4 light other ------- EQ when Hit +0.12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Rare] Arcane Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +21 cold On-Hit, radius 1 +12 acid On-crit, radius 2 +8 fire On Hit: * 21% chance to reduce armor by 12% * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Damage +24% cold Ignore resists +10% acid On-Hit (Melee): * 21% chance to reduce armor by 12% defense ------ Resistance +6% blight +15% fire One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Wil +5 Cun +3 Con offense ------ Mindpower +5 (+1 eff.) Damage +24% light +6% temporal Against +20% Summoned defense ------ Resist Against +22% Summoned Mind save +10 (+2 eff.) Life +43.00 other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) other ------- 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 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +15% acid +6% cold +5% arcane +6% nature Unlife -80.00 life Life +47.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 9 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 107 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. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+4 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Damage +24% arcane Ignore resists +10% nature defense ------ Resistance +2% physical +16% darkness +6% light +6% cold +14% mind +11% all Physical save +15 (+7 eff.) Spell save +16 (+5 eff.) Mind save +32 (+7 eff.) Healmod +20% Teleport Resist +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +3 Con offense ------ Damage +27% light defense ------ Resistance +15% blight +15% fire +40% light +15% all Mind save +19 (+4 eff.) Unlife -83.52 life Life +104.40 Confus Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 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 Encumbrance T4 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +13% blight +14% darkness +10% mind +13% all Physical save +14 (+6 eff.) Spell save +12 (+4 eff.) Mind save +27 (+6 eff.) Life +56.00 Life Regen +1.90 Healmod +18% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con offense ------ Damage +7% nature defense ------ Resistance +6% blight +7% all Life +43.00 Life Regen +2.00 Healmod +13% Poison Resist +26% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +56.00 Life Regen +2.00 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold +7% physical Physical save +12 (+6 eff.) Spell save +15 (+5 eff.) Unlife -80.00 life Pinning Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 51 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 4.5 Power cost 30 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+4 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 85 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+4 eff.) Mindpower +15 (+3 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 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. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Physical Power +7 (+3 eff.) Ignore Armor +6 defense ------ Defense +30 (+10 eff.) Resistance +6% acid +2% physical Physical save +3 (+1 eff.) Confus Resist +20% Teleport Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Wil +2 Cun offense ------ Mindpower +20 (+4 eff.) Damage +7% nature +6% darkness +27% mind Ignore resists +5% darkness defense ------ Resistance +12% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% light Ignore resists +15% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% fire +3% light +6% cold Sting an enemy dealing 597 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: defense ------ Armor +4 Resistance +9% temporal Spell save +15 (+5 eff.) Life +100.00 Cut Resist +10% Confus Resist +20% Sting an enemy dealing 650 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 77% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+7 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 224 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lime Juice the Cornac Summoner level 44
24th Regrowth 124th year of Ascendancy at 20:40 see stats
By Lime Juice the Cornac Summoner level 26
35th Haze 122nd year of Ascendancy at 12:10 see stats
By Lime Juice the Cornac Summoner level 44
22nd Regrowth 124th year of Ascendancy at 13:38 see stats
By Lime Juice the Cornac Summoner level 28
8th Pyre 123rd year of Ascendancy at 06:45 see stats
By Lime Juice the Cornac Summoner level 48
55th Regrowth 124th year of Ascendancy at 04:31 see stats
By Lime Juice the Cornac Summoner level 47
40th Regrowth 124th year of Ascendancy at 09:10 see stats
By Lime Juice the Cornac Summoner level 34
31st Dusk 123rd year of Ascendancy at 09:16 see stats
By Lime Juice the Cornac Summoner level 28
8th Allure 123rd year of Ascendancy at 03:10 see stats
By Lime Juice the Cornac Summoner level 46
35th Regrowth 124th year of Ascendancy at 01:12 see stats
By Lime Juice the Cornac Summoner level 35
9th Haze 123rd year of Ascendancy at 14:35 see stats
By Lime Juice the Cornac Summoner level 37
41st Haze 123rd year of Ascendancy at 12:15 see stats
By Lime Juice the Cornac Summoner level 30
38th Pyre 123rd year of Ascendancy at 06:04 see stats
By Lime Juice the Cornac Summoner level 23
24th Haze 122nd year of Ascendancy at 16:55 see stats
By Lime Juice the Cornac Summoner level 29
28th Pyre 123rd year of Ascendancy at 17:58 see stats
By Lime Juice the Cornac Summoner level 39
65th Haze 123rd year of Ascendancy at 02:17 see stats
By Lime Juice the Cornac Summoner level 42
15th Regrowth 124th year of Ascendancy at 10:26 see stats
By Lime Juice the Cornac Summoner level 26
35th Haze 122nd year of Ascendancy at 11:45 see stats
By Lime Juice the Cornac Summoner level 49
56th Regrowth 124th year of Ascendancy at 11:21 see stats
By Lime Juice the Cornac Summoner level 10
2nd Summertide 122nd year of Ascendancy at 13:17 see stats
By Lime Juice the Cornac Summoner level 20
6th Haze 122nd year of Ascendancy at 01:19 see stats
By Lime Juice the Cornac Summoner level 30
34th Pyre 123rd year of Ascendancy at 03:45 see stats
By Lime Juice the Cornac Summoner level 40
78th Haze 123rd year of Ascendancy at 05:09 see stats
By Lime Juice the Cornac Summoner level 50
80th Regrowth 124th year of Ascendancy at 00:33 see stats
By Lime Juice the Cornac Summoner level 28
53rd Haze 122nd year of Ascendancy at 08:32 see stats
By Lime Juice the Cornac Summoner level 35
8th Haze 123rd year of Ascendancy at 16:41 see stats
By Lime Juice the Cornac Summoner level 18
77th Dusk 122nd year of Ascendancy at 08:24 see stats
By Lime Juice the Cornac Summoner level 46
35th Regrowth 124th year of Ascendancy at 17:27 see stats
By Lime Juice the Cornac Summoner level 26
35th Haze 122nd year of Ascendancy at 12:10 see stats
By Lime Juice the Cornac Summoner level 8
3rd Mirth 122nd year of Ascendancy at 23:35 see stats
By Lime Juice the Cornac Summoner level 26
35th Haze 122nd year of Ascendancy at 12:10 see stats
By Lime Juice the Cornac Summoner level 32
78th Pyre 123rd year of Ascendancy at 18:00 see stats
By Lime Juice the Cornac Summoner level 7
2nd Mirth 122nd year of Ascendancy at 12:39 see stats
By Lime Juice the Cornac Summoner level 50
17th Pyre 124th year of Ascendancy at 06:20 see stats
By Lime Juice the Cornac Summoner level 25
32nd Haze 122nd year of Ascendancy at 00:26 see stats
By Lime Juice the Cornac Summoner level 19
1st Haze 122nd year of Ascendancy at 06:38 see stats
By Lime Juice the Cornac Summoner level 50
35th Dusk 124th year of Ascendancy at 15:45 see stats
By Lime Juice the Cornac Summoner level 43
21st Regrowth 124th year of Ascendancy at 02:44 see stats
Log
Vor, Grand Geomancer of the Pride's Fireflash hits Lime Juice for 1038 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Fire drake hatchling for 920 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Fire drake (wild summon) for 0 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Black jelly (wild summon) for 1420 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Fire drake hatchling for 920 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash killed Fire drake hatchling!
Vor, Grand Geomancer of the Pride's Fireflash killed Fire drake hatchling!
Black jelly (wild summon) cover of leaves falls apart.
Fire drake misses Mirror Image (Vor, Grand Geomancer of the Pride).
Lime Juice stops burning.
Burning Shock from Vor, Grand Geomancer of the Pride hits Lime Juice for 78 fire damage.
Fire drake hatchling cover of leaves falls apart.
Fire drake (wild summon) cover of leaves falls apart.
Black jelly (wild summon) absorbs some damage. Lime Juice is closer to nature.
Fire drake (wild summon)'s manaburn arcane area effect hits Fire drake hatchling for 0 arcane damage.
Fire drake (wild summon)'s manaburn arcane area effect hits Black jelly (wild summon) for 0 arcane damage.
Fire drake (wild summon)'s manaburn arcane area effect hits Fire drake (wild summon) for 0 arcane damage.
Vor, Grand Geomancer of the Pride's dazing lightning area effect hits Black jelly (wild summon) for 129 lightning damage.
Vor, Grand Geomancer of the Pride's dazing lightning area effect hits Fire drake hatchling for 0 lightning damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Fire drake hatchling for 0 cold damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fire drake hatchling for 74 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Lime Juice for 84 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Black jelly (wild summon) for 114 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fire drake (wild summon) for 74 fire damage.
Vor, Grand Geomancer of the Pride's dazing lightning area effect hits Fire drake (wild summon) for 0 lightning damage.
Mirror Image (Vor, Grand Geomancer of the Pride)'s ice storm area effect hits Fire drake for 63 cold damage.
Lime Juice the level 50 cornac summoner was combusted to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
Black jelly (wild summon) shrugs off Vor, Grand Geomancer of the Pride's 'Dazed'!
Fire drake (wild summon) resists Vor, Grand Geomancer of the Pride's 'Dazed'!
Fire drake hatchling resists Vor, Grand Geomancer of the Pride's 'Dazed'!