Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Bull |
| Class | Minotaur |
| Level / Exp | 32 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by rattlesnake at level 2 on the 77th Pyre 122nd year of Ascendancy at 14:51 / 106Killed by thief at level 5 on the 2nd Mirth 122nd year of Ascendancy at 06:56 Killed by ultimate shivgoroth at level 6 on the 6th Flare 122nd year of Ascendancy at 21:11 Killed by thief at level 9 on the 3rd Haze 122nd year of Ascendancy at 12:45 Killed by thief at level 9 on the 3rd Haze 122nd year of Ascendancy at 13:56 Killed by Xanadann the green mold at level 9 on the 4th Haze 122nd year of Ascendancy at 15:10 Killed by Emelemira the multi-hued crystal at level 9 on the 5th Haze 122nd year of Ascendancy at 11:47 Killed by Spellblaze Crystal at level 9 on the 6th Haze 122nd year of Ascendancy at 06:44 Killed by elven cultist at level 13 on the 40th Haze 122nd year of Ascendancy at 19:30 Killed by elven cultist at level 13 on the 40th Haze 122nd year of Ascendancy at 20:22 Killed by skeleton magus at level 13 on the 41st Haze 122nd year of Ascendancy at 16:42 Killed by thief at level 14 on the 67th Haze 122nd year of Ascendancy at 08:01 Killed by Elurin the brecklorn at level 14 on the 69th Haze 122nd year of Ascendancy at 02:09 Killed by Horned Horror at level 15 on the 72nd Haze 122nd year of Ascendancy at 20:37 Killed by Horned Horror at level 15 on the 72nd Haze 122nd year of Ascendancy at 22:33 Killed by Kururo at level 16 on the 28th Regrowth 123rd year of Ascendancy at 13:16 Killed by Kururo at level 16 on the 28th Regrowth 123rd year of Ascendancy at 22:12 Killed by Belareda the sandworm at level 16 on the 29th Regrowth 123rd year of Ascendancy at 04:33 Killed by Chronolith Clone at level 21 on the 4th Pyre 123rd year of Ascendancy at 05:36 Killed by Chronolith Twin at level 21 on the 4th Pyre 123rd year of Ascendancy at 06:06 Killed by Chronolith Twin at level 21 on the 4th Pyre 123rd year of Ascendancy at 08:49 Killed by Weirdling Beast at level 21 on the 12nd Pyre 123rd year of Ascendancy at 21:31 Killed by Veliriara the vampire at level 21 on the 16th Pyre 123rd year of Ascendancy at 22:30 Killed by Emora the vampire at level 21 on the 17th Pyre 123rd year of Ascendancy at 03:03 Killed by Urkis, the High Tempest at level 22 on the 18th Pyre 123rd year of Ascendancy at 01:38 Killed by Urkis, the High Tempest at level 22 on the 18th Pyre 123rd year of Ascendancy at 01:59 Killed by Ivunn the bandit at level 22 on the 26th Pyre 123rd year of Ascendancy at 14:23 Killed by Assassin Lord at level 22 on the 26th Pyre 123rd year of Ascendancy at 18:52 Killed by Betulena the banshee at level 23 on the 7th Dusk 123rd year of Ascendancy at 11:41 Killed by Betulena the banshee at level 23 on the 7th Dusk 123rd year of Ascendancy at 12:57 Killed by runed bone giant at level 23 on the 14th Haze 123rd year of Ascendancy at 15:34 Killed by war hound at level 24 on the 28th Haze 123rd year of Ascendancy at 18:11 Killed by ritch flamespitter at level 24 on the 28th Haze 123rd year of Ascendancy at 19:46 Killed by Threis the thalore at level 24 on the 28th Haze 123rd year of Ascendancy at 20:36 Killed by ritch flamespitter at level 24 on the 28th Haze 123rd year of Ascendancy at 21:49 Killed by Threis the thalore at level 24 on the 28th Haze 123rd year of Ascendancy at 23:23 Killed by war hound at level 24 on the 29th Haze 123rd year of Ascendancy at 00:21 Killed by ritch flamespitter at level 24 on the 29th Haze 123rd year of Ascendancy at 02:09 Killed by Lisedhenne the Guardian at level 25 on the 39th Haze 123rd year of Ascendancy at 20:44 Killed by Lisedhenne the Guardian at level 25 on the 39th Haze 123rd year of Ascendancy at 22:04 Killed by armoured skeleton warrior at level 25 on the 40th Haze 123rd year of Ascendancy at 01:20 Killed by ritch flamespitter at level 25 on the 40th Haze 123rd year of Ascendancy at 04:44 Killed by Emylle the Guardian at level 25 on the 40th Haze 123rd year of Ascendancy at 10:31 Killed by elven cultist at level 25 on the 45th Haze 123rd year of Ascendancy at 10:18 Killed by elven cultist at level 25 on the 46th Haze 123rd year of Ascendancy at 01:28 Killed by elven blood mage at level 25 on the 46th Haze 123rd year of Ascendancy at 02:23 Killed by onilug at level 25 on the 46th Haze 123rd year of Ascendancy at 21:32 Killed by onilug at level 25 on the 46th Haze 123rd year of Ascendancy at 22:35 Killed by elven cultist at level 25 on the 46th Haze 123rd year of Ascendancy at 23:31 Killed by elven cultist at level 25 on the 47th Haze 123rd year of Ascendancy at 00:30 Killed by elven cultist at level 25 on the 47th Haze 123rd year of Ascendancy at 14:52 Killed by elven cultist at level 25 on the 47th Haze 123rd year of Ascendancy at 18:43 Killed by elven cultist at level 25 on the 48th Haze 123rd year of Ascendancy at 05:40 Killed by Acolyte of the Sect of Kryl-Feijan at level 25 on the 48th Haze 123rd year of Ascendancy at 08:33 Killed by Acolyte of the Sect of Kryl-Feijan at level 25 on the 48th Haze 123rd year of Ascendancy at 11:02 Killed by Emelyvea the elven warrior at level 26 on the 49th Haze 123rd year of Ascendancy at 06:33 Killed by Eilinoleta the heavy bone giant at level 26 on the 72nd Haze 123rd year of Ascendancy at 11:41 Killed by Ce'Nomira the skeleton magus at level 26 on the 72nd Haze 123rd year of Ascendancy at 13:52 Killed by Xidara the bone giant at level 26 on the 72nd Haze 123rd year of Ascendancy at 15:38 Killed by Celia at level 26 on the 72nd Haze 123rd year of Ascendancy at 21:08 Killed by Celia at level 26 on the 72nd Haze 123rd year of Ascendancy at 22:56 Killed by Celia at level 26 on the 73rd Haze 123rd year of Ascendancy at 00:26 Killed by armoured skeleton warrior at level 26 on the 73rd Haze 123rd year of Ascendancy at 01:06 Killed by dreaming horror at level 28 on the 24th Pyre 124th year of Ascendancy at 03:51 Killed by dreaming horror at level 28 on the 24th Pyre 124th year of Ascendancy at 05:52 Killed by dreaming horror at level 28 on the 24th Pyre 124th year of Ascendancy at 07:54 Killed by dreaming horror at level 28 on the 24th Pyre 124th year of Ascendancy at 10:57 Killed by luminous horror at level 28 on the 24th Pyre 124th year of Ascendancy at 13:18 Killed by dreaming horror at level 28 on the 24th Pyre 124th year of Ascendancy at 14:14 Killed by dreaming horror at level 28 on the 24th Pyre 124th year of Ascendancy at 15:24 Killed by dream seed at level 28 on the 24th Pyre 124th year of Ascendancy at 16:32 Killed by luminous horror at level 29 on the 28th Pyre 124th year of Ascendancy at 14:31 Killed by champion of Urh'Rok at level 29 on the 28th Pyre 124th year of Ascendancy at 19:18 Killed by champion of Urh'Rok at level 29 on the 28th Pyre 124th year of Ascendancy at 20:38 Killed by Xinne the dredge at level 29 on the 31st Pyre 124th year of Ascendancy at 12:12 Killed by ghoul at level 30 on the 35th Pyre 124th year of Ascendancy at 23:07 Killed by The Master at level 30 on the 36th Pyre 124th year of Ascendancy at 00:16 Killed by armoured skeleton warrior at level 30 on the 36th Pyre 124th year of Ascendancy at 01:15 Killed by The Master at level 30 on the 36th Pyre 124th year of Ascendancy at 03:09 Killed by ghoul at level 30 on the 36th Pyre 124th year of Ascendancy at 04:21 Killed by The Master at level 30 on the 36th Pyre 124th year of Ascendancy at 05:00 Killed by ghoul at level 30 on the 36th Pyre 124th year of Ascendancy at 05:51 Killed by The Master at level 30 on the 36th Pyre 124th year of Ascendancy at 07:45 Killed by Siloldana the crimson ooze at level 32 on the 1st Time of Equilibrium 124th year of Ascendancy at 12:46 Killed by Bethayaba the crimson ooze at level 32 on the 1st Haze 124th year of Ascendancy at 01:23 Killed by Bethayaba the crimson ooze at level 32 on the 1st Haze 124th year of Ascendancy at 05:42 Killed by Xanaratha the white ooze at level 32 on the 1st Haze 124th year of Ascendancy at 08:31 Killed by Bethayaba the crimson ooze at level 32 on the 1st Haze 124th year of Ascendancy at 12:18 Killed by Bethayaba the crimson ooze at level 32 on the 1st Haze 124th year of Ascendancy at 15:37 Killed by Emynn the poison ooze at level 32 on the 1st Haze 124th year of Ascendancy at 18:28 Killed by Emynn the poison ooze at level 32 on the 1st Haze 124th year of Ascendancy at 21:50 Killed by Gliwe the crimson ooze at level 32 on the 2nd Haze 124th year of Ascendancy at 01:01 Killed by Gliwe the crimson ooze at level 32 on the 2nd Haze 124th year of Ascendancy at 04:23 Killed by Neroletha the yellow ooze at level 32 on the 2nd Haze 124th year of Ascendancy at 07:37 Killed by ritch flamespitter at level 32 on the 2nd Haze 124th year of Ascendancy at 13:05 Killed by Silewen the brittle clear ooze at level 32 on the 2nd Haze 124th year of Ascendancy at 16:20 Killed by Ariwyn the slimy ooze at level 32 on the 2nd Haze 124th year of Ascendancy at 18:57 Killed by Ariwyn the slimy ooze at level 32 on the 2nd Haze 124th year of Ascendancy at 21:49 Killed by Ariwyn the slimy ooze at level 32 on the 3rd Haze 124th year of Ascendancy at 00:42 Killed by Silibeth the crimson ooze at level 32 on the 3rd Haze 124th year of Ascendancy at 03:48 Killed by Ariwyn the slimy ooze at level 32 on the 3rd Haze 124th year of Ascendancy at 07:14 Killed by Ariwyn the slimy ooze at level 32 on the 3rd Haze 124th year of Ascendancy at 10:50 Killed by Grand Corruptor at level 32 on the 24th Haze 124th year of Ascendancy at 15:38 Killed by Grand Corruptor at level 32 on the 24th Haze 124th year of Ascendancy at 18:37 Killed by Grand Corruptor at level 32 on the 24th Haze 124th year of Ascendancy at 19:38 Killed by Grand Corruptor at level 32 on the 24th Haze 124th year of Ascendancy at 21:16 |
Primary Stats
| Strength | 63 (base 45) |
| Dexterity | 10 (base 10) |
| Constitution | 73 (base 60) |
| Magic | 17 (base 10) |
| Willpower | 17 (base 14) |
| Cunning | 34 (base 33) |
Resources
| Life | 2506/2506 |
| Fury | 143/144 |
| Stamina | 431/431 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 58.125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 41 |
| Crit Chance | 28% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Physical | +22% |
| Arcane | +19% |
| All | +4% |
| Nature | +12% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 108.72242447413 (100%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 20 |
| Physical Save | 73 |
| Spell Save | 28 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 25%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 35%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 30%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (0/0)
Class Talents
| Wild-heart / Severance | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-heart / Mystical Beast | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Seismancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Brute Force | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-child / Metal Rending | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Ego / Bull | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Burrowing Beast | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Stone Flesh | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Martial Training | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.10 |
| 0/10 |
| 0/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 2/10 |
| Wild-child / Wealth | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | You are uncomfortably holding something(s) in your mouth. Your grip will be tested again when this effect expires. DiscomfortCurrent grips: In mouth ~ 108 turns |
| beneficial effect | You have Ring of Growth in your mouth: Clasping[Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Rabbit's Foot (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Lick Wounds (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lick Wounds (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lick Wounds (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Nature Hardened (+1 level(s)). | 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 |
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 Horned Horror. * 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. Go tell the Summoner what you saw! * You have explored the Sandworm Lair. Go tell the Summoner what you saw! * 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... * There is tell of an ancient crypt filled with the bodies of those who were killed during the Spellhunt. No doubt, there must be powerful magicks within! * You explored a hidden compound of enslaved, gladiatorial men-- whether you were their savior or not is debatable. Unfortunately, they did not have anything... * 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 the Last Hope Graveyard and found the wailing spirit of a banshee. Unfortunately, there were no powerful artifacts within the disturbed tomb... * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * 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. - By the Summoner's command, you are now to investigate Dreadfell! You are warned of powerful blighted energies, however. * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
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'... | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Dignity LostWith that said, you have become a Minotaur. What could this possibly mean...? *** Honour You feel ashamed and, somehow, need to free up this guilt... Time for some mercenary work! - You offered to bring an apprentice mage a precious artifact. - You chose to help the merchant who was captured by bandits. - You rescued Derth from a horrible lightning storm... Sorta. - Listening to Linaniil's request, you chose to venture into Tempest Peak - You offered to put down some beast that is slaughtering some lumberjacks. - You offered to appease the restless soul of a certain "Celia" in the Last Hope Graveyard. - You decided to prove your strength... By betting on someone else...?! - You braved the Shertul Fortress's Farportal... Room. - You offered to save this young woman from dangerous cultists. - Your pride, once more, feels strong-- Though something is STILL missing... *** Bodyguard Someone out there ALWAYS needs protecting-- It's only a matter of finding out who... - On Floor 1 of Ruins of Kor'Pul, you found the lost sun paladin. * With your aid, the lost sun paladin reached the portal! - On Floor 2 of Ruins of Kor'Pul, you found the lost sun paladin. * With your aid, the lost sun paladin reached the portal! - On Floor 8 of Dreadfell, you found the injured seer. * With your aid, the injured seer reached the portal! - On Floor 3 of Dreadfell, you found the lost warrior. * With your aid, the lost warrior reached the portal! - On Floor 2 of Daikara, you found the lone alchemist. * With your aid, the lone alchemist reached the portal! - On Floor 1 of Old Forest, you found the injured seer. * With your aid, the injured seer reached the portal! - On Floor 4 of Dreadfell, you found the injured seer. * With your aid, the injured seer reached the portal! - On Floor 1 of Daikara, you found the lost sun paladin. * With your aid, the lost sun paladin reached the portal! - You have collected many pieces to your past, but it's not quite consistent. There's still more that must be experienced... | 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: 171. | 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 slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 167.75 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tail slot | focusing elven-wood totem of stinging [power 338] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 379 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| Tool | quick yew totem of healing [power 242] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| In mouth | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Life regen: +0.80 Healing mod.: +13% A belt that goes around your waist. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| In main hand | chilling stralite greatsword of massacre (60-95 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 cold Massive two-handed swords. |
| Light source | preserving brass lantern of healthInfused by nature Tarnished by natural acids 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% blight Life regen: +1.00 Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 51.80 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | vitalizing copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +7 (+2 eff.) Blindness immunity: +10% Life regen: +2.00 Maximum life: +33.00 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
Inventory
wild infusion (res 18%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 17%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 21%; magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 226.72 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 142; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 142.48 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 161; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 160.58 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 148; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 148 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 383; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 383 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 296; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 296 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 31; blocks 3; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% light / +13% darkness Blindness immunity: +23% Cut immunity: +60% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 130 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+4 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+6 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
sneakthief's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 15 Damage (Melee): 13 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 15 Damage (Ranged): 12 physical Changes stats: +13 Cun / +5 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 15 Damage (Melee): 5 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 15 Damage (Ranged): 7 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Obliterator (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 63 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Tirakai's Maul (32-42 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent 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) Mindpower: +12 (+6 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 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. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent 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) Mindpower: +12 (+6 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 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. This item has been sent to the Item's Vault. |
blooming thorny mindstar of balance (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +27 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. |
blooming thorny mindstar of balance (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +27 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This item has been sent to the Item's Vault. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+7 eff.) Spellpower: +20 (+12 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
blurring hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +8 (+3 eff.) Stealth bonus: +5 Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces Tarnished by natural acids 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
verdant silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% blight / +13% all Changes damage: +22% nature Poison immunity: +26% Disease immunity: +32% Life regen: +4.00 Maximum life: +78.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
steady hardened leather gloves of regeneration (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +29% Life regen: +3.00 Stamina each turn: +0.60 Psi each turn: +0.21 When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 56.24 mind damage and cripples the target's higher mental functions, reducing cunning by 6 and confusing (21% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.18 to 75.53 lightning damage (50.36 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +3 Str / +5 Mag / +3 Wil Changes resistances: +7% blight / +7% darkness Changes resistances penetration: +20% darkness Changes damage: +9% blight / +10% arcane Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Maximum vim: +25.00 Spell crit. chance: +2% Light radius: +1 Infravision radius: +2 It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 5% and all saves by 8, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: 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 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. 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. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent masteries: +0.00(-) Wild-heart / Raging Beast +0.00(-) Wild-heart / Brute Force +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+8 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 8.32 mind and 9.52 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 10% 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 9. Terrified: Deals 1.56 mind and 1.78 darkness damage per turn and increases cooldowns by 16%. Haunted: Causes the target to suffer 3.26 mind and 3.73 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. |
leafwalker's dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% nature Spell save: +4 (+2 eff.) Maximum life: +52.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stralite mail armour of Eyal (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +5.00 Maximum life: +40.00 Healing mod.: +14% A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
rejuvenating dwarven-steel plate armour of cold resistance (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +17% cold Life regen: +3.10 Stamina each turn: +1.10 A suit of armour made of metal plates. |
mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+7 eff.) Decaying mummy wrappings. |
150 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Orb of the Self Orb of the SelfInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: Changes stats: +10 Lck When carried: Activating this item is instant. This item can be held in the mouth. It can be used to tap into The Summoner's power Activation costs 10 power out of 26645/40000. An orb containing part of your own spirit. Its touch empowers you; You feel as though another you were holding yourself up. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +5% darkness Spellpower: +5 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 49 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 57.16 light damage. At talent level 3 you gain 12% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +6 (+2 eff.) Spell save: +9 (+5 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
piercing dwarven-steel torque of gale force [power 210] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 256 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Kururo the Bull Minotaur level 29
32nd Pyre 124th year of Ascendancy at 19:09 see stats
Catch that Plumpkin! (Exploration mode)
Finish the Plumpkin event.By Kururo the Bull Minotaur level 23
9th Dusk 123rd year of Ascendancy at 08:50 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Kururo the Bull Minotaur level 16
7th Decay 122nd year of Ascendancy at 00:46 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By Kururo the Bull Minotaur level 31
43rd Dusk 124th year of Ascendancy at 08:12 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Kururo the Bull Minotaur level 22
17th Pyre 123rd year of Ascendancy at 15:34 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Kururo the Bull Minotaur level 17
40th Regrowth 123rd year of Ascendancy at 13:10 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kururo the Bull Minotaur level 23
31st Pyre 123rd year of Ascendancy at 18:28 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kururo the Bull Minotaur level 21
12nd Pyre 123rd year of Ascendancy at 06:28 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Kururo the Bull Minotaur level 10
6th Haze 122nd year of Ascendancy at 07:31 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Kururo the Bull Minotaur level 20
1st Time of Balance 123rd year of Ascendancy at 01:28 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Kururo the Bull Minotaur level 30
33rd Pyre 124th year of Ascendancy at 07:42 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Kururo the Bull Minotaur level 23
26th Pyre 123rd year of Ascendancy at 22:01 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kururo the Bull Minotaur level 26
50th Haze 123rd year of Ascendancy at 06:01 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Kururo the Bull Minotaur level 21
16th Pyre 123rd year of Ascendancy at 23:12 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Kururo the Bull Minotaur level 22
26th Pyre 123rd year of Ascendancy at 18:51 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Kururo the Bull Minotaur level 12
21st Haze 122nd year of Ascendancy at 02:17 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Kururo the Bull Minotaur level 13
53rd Haze 122nd year of Ascendancy at 17:32 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Kururo the Bull Minotaur level 19
79th Regrowth 123rd year of Ascendancy at 07:15 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Kururo the Bull Minotaur level 23
40th Dusk 123rd year of Ascendancy at 10:41 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Kururo the Bull Minotaur level 30
34th Pyre 124th year of Ascendancy at 03:12 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Kururo the Bull Minotaur level 20
2nd Pyre 123rd year of Ascendancy at 10:19 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Kururo the Bull Minotaur level 30
36th Pyre 124th year of Ascendancy at 08:53 see stats
Log
Kururo clasps: Ring of Growth.




































































