Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon 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:
Godling 1.7.6 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Embers races rebalance 1.7.0Note: if you want to play EOR races in Maj'Eyal you need to download nsrr's addon: https://te4.org/games/addons/tome/orcsallraces Rebalances Embers of Rage races Yeti: Orc: Whitehoof: I don't know how balanced this is Edit 1: I forgot to add some things to the description Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Serpent |
Class | Hydra |
Level / Exp | 48 / 49% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 153 (base 60) |
Dexterity | 102 (base 60) |
Constitution | 98 (base 60) |
Magic | 117 (base 60) |
Willpower | 189 (base 60) |
Cunning | 158 (base 60) |
Resources
Psi | 1793/1793 |
Fury | 384/384 |
Life | 32178/32178 |
Equilibrium | 90 |
Stamina | 2269/2269 |
Blood | 32178/32178 |
Healing Factor | 2.2492811376131 |
Regeneration | 746.98626580131 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -10% |
Spell | 0% |
Global | +122% |
Vision
Sight | 16 |
Lite | 14 |
Infravision | 4 |
See Stealth | 12.650467344128 |
Stealth | 8.5265128291212E-14 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 130 |
Accuracy | 151 |
Crit Chance | 139% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 155 |
Crit Chance | 81% |
Speed | 1 |
Offense: Mind
Mindpower | 156 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +10% |
Arcane | +17% |
Cold | +32% |
All | +2% |
Lightning | +12% |
Mind | +43% |
Temporal | +8% |
Physical | +7% |
Darkness | +35% |
Fire | +61% |
Nature | +48% |
Offense: Damage Penetration
Acid | +10% |
Physical | +18% |
Mind | +15% |
All | +5% |
Lightning | +16% |
Temporal | +20% |
Darkness | +18% |
Cold | +28% |
Fire | +29% |
Nature | +28% |
Defense: Base
Armour (hardiness) | 302.78804103813 (77.115216415253%) |
Defense | 118 |
Ranged Defense | 137 |
Fatigue | -8.3662056314161 |
Physical Save | 106 |
Spell Save | 104 |
Mental Save | 126 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 44%( 70%) |
Physical | + 14%( 70%) |
Mind | + 45%( 70%) |
All | + 8%( 70%) |
Lightning | + 17%( 70%) |
Temporal | + 17%( 70%) |
Cold | + 35%( 70%) |
Fire | + 37%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 78% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 10% |
Inscriptions (0/0)
Class Talents
Blighted / Blood Geyser | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Triad | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Glob | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Feral Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Ravenous Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Mist Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Breath Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Swamp Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Glare Hydra | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Blighted / Seething | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Ego / Serpent | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Hoarding Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Natural Combat | 1.20 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
Wild-child / Sapient Ones | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Noble Animal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
Wild-heart / Prudence | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Regenerate | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Hydragon | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Menace |
talent | Splitting Wounds |
talent | Hydra Toxin |
talent | Mist Lurker |
talent | Apply Poison |
talent | Hydra Chemistry |
talent | Voracious Feast |
talent | Ceaseless Blood |
talent | Hydra Mixture |
talent | Slyness |
talent | Attune to Nature |
talent | Summon Vines |
talent | Recuperate |
talent | Vigilance |
talent | Beneath The Wake |
talent | Numbing Poison |
talent | Leeching Poison |
beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 8 |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 8 |
beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 8 |
beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 8 |
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. | 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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Keen Awareness (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Luck by +5. | done |
You failed to protect the injured seer from death by Aruragakira the grave wight. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Sturdy Heart (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Luck by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Luck by +5. | done |
You failed to protect the worried loremaster from death by CameronX13. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Wildness 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
You have agreed to become the Grand Corruptor's loyal pet and assist him as he assaulted the Ziguranth main base of power. In pursuit of powerThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * You explored an old crypt of dead and mummified shaloren. There were powerful, magical artifacts indeed, but unfortunately, they were all mostly arcane... * Rumours speak of a secret place where towns folk gather without a word. Could there be powerful magic afoot...? * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored an abandoned complex and found a mutant human created through experiments. Unfortunately, he offered you no solutions to your problems... * You were lured into a cellar full of cultists that wanted to summon a demon. Unfortunately, the woman you found cannot (conventionally) be used as a fuel source... * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - It is no use. Dreadfell seems to be the only place left that you have not explored... * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
You have taken the Farportal and successfully arrived in the east. Ironically, now that you are here, you must find a way back as soon as possible. Again, it's strange: How did The Summoner know this portal would only be one-way...?! Journey to the West- You were warned that your time would be limited with ONLY your orb. You MUST find a way back! - You found out The Summoner's true name: It was Gandnalli! - It turns out The Summoner did, indeed, know of Sunwall long before anyone else in Maj'Eyal. In fact, he was a sympathizer for them against antimagics! Either way, Aeryn has suggested a way of returning home-- An old tinkerer at the north-east of town... | active |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
In your hands (figuratively), you hold a staff of unquestionably immense power. You instantly sense that this artifact might be the key to solving one step of your problems... You'd best inform The Summoner. Lost MagicIn the midst of your battle with the orcs, you were absorbed by the staff of absorption. Luckily, you and the staff were later found by The Summoner. He intends to use the staff to send you to the east... But how? You defeated your opponent and created an orb out of its essence! Using the Staff of Absorption, you have created yourself a Lifelink-- something along the lines of a battery. With this, you should have absolutely no issues journeying to the Far East. There, you should find this elusive 'Truth'... You have made it to the Far East! | done |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - You've briefly contemplated your distrust of The Summoner and realized... It is futile. You are frightened by this man and want to depart from him as soon as possible... - Your summoner has finally promised you your freedom. If he can truly provide you with this, then there is no reason you cannot begin to trust him more. *** The Mind There seems to be 4 personalities in all: - Angry and fierce: It wants nothing to do with the world around it. It is bitter and will destroy anything whatsoever. - Scared and paranoid: It fears everything. It believes at but a lapse of awareness, all it knows will come crashing down. - Craven and desperate: It appears elated, but it is, in fact, despondent. Fruitlessly, it craves to fill its emptiness. - Sound and reliant: It looks to others to find its own meaning, rather than paving a way for itself. - If anything, you've determined that your heads are crazy. However, you're not going to allow them to drive YOU crazy! - You've realized-- Like the id of your psyche-- Your heads are truly spouting the most primitive forms of your desires. Perhaps they are worth listening to afterall...? - A Feral head said something about "never forgiving" someone, and mentioned a "Mr.Gehst". Were you betrayed in the past...?? | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1113. | 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. | active |
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 serendipity. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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* You have destroyed Rak'shor. * You have destroyed Vor. * 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 |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tail slot | ![]() 2.0 T4 totem charm [Ego] Nature When lobbed (radius 1): Deal 2538 nature damage, Inflict 4 pinned/slowed effect Heal yourself and all friendly characters within 10 spaces for 332 Puts all charms on 10 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
1st feral head | ![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 12.0 - 13.2 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 darkness While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Mind.crit +4% Phys.pwr +30 (+3 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +12% fire Melee Ret 6 darkness ----- def ----- Mind.save +7 (+1 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.psi +34.00 Talents +1 Attune Mindstar When lobbed: Deal 1026 physical damage 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. |
2nd feral head | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature Power 12.5 - 13.8 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 12 cold Dmg.mod +6% nature +10% cold Res.pen +3% nature +11% cold ----- def ----- Armour +8 Resists +5% nature +6% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony When lobbed: Deal 1026 physical damage 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. |
1st drool head | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 16.5 - 18.2 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 lightning On Hit.r1 +20 nature While equipped: Stats +3 Wil dps ---------- Mind.crit +12% Mind.pwr +30 (+4 eff.) ----- def ----- Crit.chn- 15.00% Phys.save +7 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +7 (+1 eff.) ---------- misc Equi/ret +2.50 Talents +1 Attune Mindstar When lobbed: Deal 1054 physical damage 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. |
4th drool head | ![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+0 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar When lobbed: Deal 955 physical damage 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. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +6 Str +4 Con dps ---------- Mind.crit +11% Mind.pwr +12 (+1 eff.) Dmg.mod +15% arcane ----- def ----- Crit.chn- 15.00% Mind.save +12 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Light +5 When lobbed (radius 1): Deal 1253 various damage Illuminates an area Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
3rd drool head | ![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +4 lightning While equipped: Stats +4 Str +7 Dex dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+0 eff.) Melee+ 5 mind 4 darkness Dmg.mod +4% mind +2% darkness ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 977 physical damage 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. |
2nd glare head | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+2 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+4 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% When lobbed: Deal 1005 physical damage This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +13 Str +11 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Crit.mult +34.00% Phys.pwr +8 (+1 eff.) Dmg.mod +14% mind +15% fire +6% darkness +6% temporal Res.pen +15% temporal Apr +8 ----- def ----- Resists +9% blight Mind.save +15 (+2 eff.) ---------- misc Psi/ret +0.08 While carried: ---------- misc Talents +1 Dig When lobbed: Deal 1330 physical damage Destroys walls Allows you to dig a wall, remove a tree, create ways. |
3rd glare head | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature Power 13.5 - 14.9 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str +4 Dex +6 Mag +3 Wil +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 11 lightning 3 physical 4 fire 6 acid 3 cold Dmg.mod +10% lightning Res.pen +11% lightning ----- def ----- Resists +10% lightning +3% physical +4% cold +3% fire +6% acid ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 1026 physical damage 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. |
4th glare head | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +2% Melee+ 8 fire 7 mind 7 darkness Dmg.mod +12% fire +6% mind +6% darkness Res.pen +12% fire ----- def ----- Resists +9% fire ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 1026 physical damage 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. |
2nd drool head | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+2 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery When lobbed: Deal 1026 physical damage Thermal energies are focussed in the core of this mindstar. |
1st glare head | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 15.5 - 17.1 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +16 acid On Crit.r2 +8 acid On Hit: * 20% chance to reduce armor by 63% While equipped: Stats -10 Wil +10 Mag dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +9% acid Res.pen +5% acid ----- def ----- Resists +25% mind Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +11 (+2 eff.) Max.HP +34.00 HP.reg +2.00 ---------- misc Psi/turn +1.00 Equi/ret +2.40 Max.psi +50.00 Talents +1 Attune Mindstar When lobbed: Deal 1054 physical damage 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. |
3rd feral head | ![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.0 - 17.6 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Melee+ 4 physical Dmg.mod +5% physical +12% mind +14% darkness Res.pen +13% physical +10% mind +13% darkness ----- def ----- Resists +4% physical ---------- misc Max.hate +6.00 Talents +1 Attune Mindstar When lobbed: Deal 1054 physical damage 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 | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +14 Wil +4 Cun +5 Con dps ---------- Dmg.mod +40% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.10 Ego/Serpent +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
4th feral head | ![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 14.0 - 15.4 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 7 mind 3 darkness Dmg.mod +5% mind +5% darkness ----- def ----- Max.HP +12.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 1026 physical damage 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. |
Inventory
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +4 Cun dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 14 light Ranged+ 13 light Dmg.mod +10% light Rings make your fingers look great! |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 955 physical damage 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 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 955 physical damage 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 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +12 arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +2% Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +3% arcane Res.pen +5% acid ---------- misc Max.vim +10.00 Talents +1 Attune Mindstar When lobbed: Deal 955 physical damage 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 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +8 acid While equipped: Stats +2 Str +3 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% nature Res.pen +10% lightning ----- def ----- Resists +3% blight +3% acid Disease- +12% ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 955 physical damage 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 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Mind.save +3 (+0 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar When lobbed: Deal 955 physical damage 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 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 4.5 - 5.0 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Melee+ 6 acid Dmg.mod +4% acid Res.pen +7% acid ----- def ----- Resists +8% lightning +5% fire +6% acid +5% cold HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption When lobbed: Deal 977 physical damage 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 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Resists +7% mind Phys.save +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +7 (+1 eff.) ---------- misc Psi/turn +0.40 Equi/ret +0.50 Max.psi +20.00 Talents +1 Attune Mindstar When lobbed: Deal 977 physical damage 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 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Melee+ 4 cold 4 mind 4 darkness Dmg.mod +6% cold +3% mind +4% darkness Res.pen +6% cold ----- def ----- Armour +6 Resists +5% cold ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 977 physical damage 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 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.0 - 5.5 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +6% lightning +6% cold +5% physical ----- def ----- Defense +6 (+1 eff.) Pinning- +20% ---------- misc Hate/kill +1.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance When lobbed: Deal 977 physical damage Inflict 323.75 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.0 - 5.5 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Melee+ 6 cold Dmg.mod +3% mind +6% cold Res.pen +3% mind +4% cold ----- def ----- Armour +7 Resists +3% mind +6% cold Dmg.Resnn +6% ---------- misc Psi/ret +0.80 Talents +1 Attune Mindstar When lobbed: Deal 977 physical damage 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 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +12 fire On Crit.r2 +12 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+1 eff.) Res.pen +10% mind ----- def ----- Resists +3% lightning +15% fire ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 977 physical damage 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 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Max.psi +12.00 Talents +1 Attune Mindstar When lobbed: Deal 977 physical damage 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 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 10.0 - 11.0 Mind Uses 853% Wil, 474% Mag, 284% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+1 eff.) ---------- misc Talents +1 Attune Mindstar When lobbed: Deal 998 physical damage 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. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +7 Fatigue +22% Mind.save +10 (+2 eff.) A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun +1 Con dps ---------- Mind.crit +5% Phys.pwr +5 (+0 eff.) Dmg.mod +9% nature Acc +10 (+1 eff.) ----- def ----- Defense +16 (+3 eff.) Resists +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +2 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +3% light Max.HP +20.00 Disease- +20% Silence- +20% Pinning- +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 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 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 When lobbed (radius 1): Deal 312 various damage Illuminates an area 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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +9% acid +12% cold Res.pen +5% acid Acc +4 (+1 eff.) ----- def ----- Resists +3% acid +6% cold ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig When lobbed: Deal 948 physical damage Destroys walls Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig When lobbed: Deal 948 physical damage Destroys walls Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig When lobbed: Deal 1019 physical damage Destroys walls Allows you to dig a wall, remove a tree, create ways. |
Orb of the Hydra Orb of the Hydra1.0 T5 lifelink orb [Plot Item] Nature While equipped: ----- def ----- Max.HP +250.00 HP.reg +5.00 While carried: This item can be held in the mouth. Tap into The Summoner's power. Uses 10 power out of 57018/60000 Activation is instant. An orb containing the spirit of a Hydra. Its touch causes great vertigo as you feel your senses split into multitude. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 988.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Achievements
By CameronX13 the Serpent Hydra level 38
8th Mirth 123rd year of Ascendancy at 03:29 see stats
By CameronX13 the Serpent Hydra level 24
43rd Haze 122nd year of Ascendancy at 13:33 see stats
By CameronX13 the Serpent Hydra level 28
9th Decay 122nd year of Ascendancy at 15:06 see stats
By CameronX13 the Serpent Hydra level 42
14th Dusk 123rd year of Ascendancy at 07:21 see stats
By CameronX13 the Serpent Hydra level 41
11st Dusk 123rd year of Ascendancy at 07:25 see stats
By CameronX13 the Serpent Hydra level 31
48th Pyre 123rd year of Ascendancy at 21:04 see stats
By CameronX13 the Serpent Hydra level 27
4th Decay 122nd year of Ascendancy at 23:21 see stats
By CameronX13 the Serpent Hydra level 30
8th Pyre 123rd year of Ascendancy at 07:31 see stats
By CameronX13 the Serpent Hydra level 39
3rd Summertide 123rd year of Ascendancy at 19:28 see stats
By CameronX13 the Serpent Hydra level 19
79th Dusk 122nd year of Ascendancy at 17:46 see stats
By CameronX13 the Serpent Hydra level 19
1st Time of Equilibrium 122nd year of Ascendancy at 15:59 see stats
By CameronX13 the Serpent Hydra level 28
9th Decay 122nd year of Ascendancy at 14:43 see stats
By CameronX13 the Serpent Hydra level 24
43rd Haze 122nd year of Ascendancy at 13:00 see stats
By CameronX13 the Serpent Hydra level 31
48th Pyre 123rd year of Ascendancy at 21:04 see stats
By CameronX13 the Serpent Hydra level 31
22nd Pyre 123rd year of Ascendancy at 06:29 see stats
By CameronX13 the Serpent Hydra level 10
9th Mirth 122nd year of Ascendancy at 15:50 see stats
By CameronX13 the Serpent Hydra level 20
1st Time of Equilibrium 122nd year of Ascendancy at 16:01 see stats
By CameronX13 the Serpent Hydra level 30
2nd Pyre 123rd year of Ascendancy at 17:07 see stats
By CameronX13 the Serpent Hydra level 40
3rd Summertide 123rd year of Ascendancy at 19:28 see stats
By CameronX13 the Serpent Hydra level 28
15th Regrowth 123rd year of Ascendancy at 19:01 see stats
By CameronX13 the Serpent Hydra level 26
56th Haze 122nd year of Ascendancy at 09:11 see stats
By CameronX13 the Serpent Hydra level 23
41st Haze 122nd year of Ascendancy at 08:41 see stats
By CameronX13 the Serpent Hydra level 40
1st Flare 123rd year of Ascendancy at 21:31 see stats
By CameronX13 the Serpent Hydra level 24
43rd Haze 122nd year of Ascendancy at 13:33 see stats
By CameronX13 the Serpent Hydra level 12
3rd Flare 122nd year of Ascendancy at 01:36 see stats
By CameronX13 the Serpent Hydra level 24
43rd Haze 122nd year of Ascendancy at 13:33 see stats
By CameronX13 the Serpent Hydra level 34
69th Pyre 123rd year of Ascendancy at 12:37 see stats
By CameronX13 the Serpent Hydra level 10
9th Mirth 122nd year of Ascendancy at 15:50 see stats
By CameronX13 the Serpent Hydra level 5
2nd Mirth 122nd year of Ascendancy at 10:38 see stats
By CameronX13 the Serpent Hydra level 36
74th Pyre 123rd year of Ascendancy at 00:42 see stats
Log
You gain 25.00 gold from the transmogrification of Winterwing (54-76 power, 11 apr).
You gain 11.43 gold from the transmogrification of caustic voratun mace of evisceration (44-62 power, 6 apr).
You gain 10.49 gold from the transmogrification of truestriking voratun longsword of ruin (42-58 power, 6 apr).
You gain 14.26 gold from the transmogrification of enhanced voratun longsword of evisceration (42-59 power, 6 apr).
You gain 21.95 gold from the transmogrification of Draharandur (58-82 power, 6 apr).
You gain 7.45 gold from the transmogrification of truestriking stralite longsword of crippling (36-50 power, 5 apr).
You gain 1.75 gold from the transmogrification of orichalcum trident (50-81 power, 16 apr).
You gain 5.08 gold from the transmogrification of voratun greatsword of crippling (59-94 power, 4 apr).
You gain 3.92 gold from the transmogrification of flaming voratun greatsword of projection (64-102 power, 4 apr).
You gain 12.34 gold from the transmogrification of truestriking stralite greatsword of enduring (48-78 power, 3 apr).
You gain 8.27 gold from the transmogrification of plaguebringer's voratun greatmaul (66-98 power, 4 apr).
You gain 5.70 gold from the transmogrification of truestriking voratun battleaxe of massacre (74-111 power, 4 apr).
You gain 21.27 gold from the transmogrification of enhanced voratun battleaxe of enduring (57-86 power, 4 apr).
You gain 25.00 gold from the transmogrification of Torchspire (80-119 power, 4 apr).
You gain 10.62 gold from the transmogrification of infernal dragonbone starstaff of fate (30-36 power, 6 apr, physical element).
You gain 21.66 gold from the transmogrification of Layora (30-36 power, 6 apr, darkness element).
You gain 9.42 gold from the transmogrification of magelord's elven-wood starstaff of warding (25-30 power, 5 apr, light element).
You gain 7.78 gold from the transmogrification of earthen elven-wood starstaff of channeling (25-30 power, 5 apr, darkness element).
You gain 3.60 gold from the transmogrification of savage's voratun ring.
You gain 25.00 gold from the transmogrification of Obsidianire.
You gain 4.93 gold from the transmogrification of savage's stralite ring of clarity.
You gain 12.06 gold from the transmogrification of wanderer's voratun amulet of perfection (0.37 Cunning / Poisons,0.37 Cunning / Scoundrel).
You gain 25.00 gold from the transmogrification of Aeriseth the Tempestraider.
You gain 1.89 gold from the transmogrification of shielding rune (absorb 298; dur 7; cd 17).
You gain 0.65 gold from the transmogrification of shatter afflictions rune (absorb 52; cd 15).
You gain 1.96 gold from the transmogrification of blink rune (range 4; phase 19; cd 15).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (res 49%; physical; dur 4; cd 16).
You gain 0.68 gold from the transmogrification of healing infusion (heal 63; cd 10).
There is a way to the previous level here (press '' or right click to use).
CameronX13 is completely beheaded!!