Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.5This 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 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Clock addon 1.0.0adds a timer, with energy calculations. Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 31 / 87% |
Size | medium |
Lifes / Deaths | Killed by orc corruptor at level 13 on the 13rd Dusk 122nd year of Ascendancy at 14:59 1 / 5Killed by Kra'Tor the Gluttonous at level 31 on the 12nd Dusk 123rd year of Ascendancy at 09:34 Killed by Kra'Tor the Gluttonous at level 31 on the 12nd Dusk 123rd year of Ascendancy at 10:19 Killed by Kra'Tor the Gluttonous at level 31 on the 12nd Dusk 123rd year of Ascendancy at 11:28 Killed by Kra'Tor the Gluttonous at level 31 on the 12nd Dusk 123rd year of Ascendancy at 13:06 |
Antimagic | Follower |
Primary Stats
Strength | 71 (base 58) |
Dexterity | 38 (base 24) |
Constitution | 24 (base 17) |
Magic | 8 (base 10) |
Willpower | 50 (base 46) |
Cunning | 40 (base 10) |
Resources
Life | 849/849 |
Stamina | 315/315 |
Equilibrium | 0 |
Healing Factor | 1.1082474226804 |
Regeneration | 0.27706185567021 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 30.359939435378 |
See Invisible | 30.359939435378 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 152 |
Accuracy | 43 |
Crit Chance | 63% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Light | +25% |
Physical | +21% |
Mind | +34% |
All | +16% |
Offense: Damage Penetration
Blight | +10% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 46.08934837382 (81.030927835052%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 14 |
Physical Save | 30 |
Spell Save | 43 |
Mental Save | 69 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 39%( 70%) |
All | + 19%( 70%) |
Lightning | + 25%( 70%) |
Temporal | + 31%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 37%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 10% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 304 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -488 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target calls upon its inner resources, improving all damage by 16% and reducing all damage taken by 16%. Wrath of the Woods |
beneficial effect | The target's combat damage is improved by 3 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by black ooze. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Faelwynn. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | 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 talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+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 |
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 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 |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 221. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed faerlhing fang. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of fire wyrm saliva. * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Growburst the pair of hardened leather boots (0 def, 3 armour) Growburst the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +10% blight Apr +7 Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% * 10% chance to disease ----- def ----- Armour +3 Fatigue -3% Resists +8% fire +12% nature +7% cold Phys.save +8 (+4 eff.) ---------- misc Max.enc +29 A pair of boots made of leather. |
Light source | alchemist's lamp 'Tarrigomnir' alchemist's lamp 'Tarrigomnir'1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Melee Ret 12 mind ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) Mind.save +42 (+11 eff.) ---------- misc Light +3 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Scumrazor' (0 def, 3 armour) hardened leather cap 'Scumrazor' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +9% fire +7% cold Mind.save +9 (+3 eff.) Heal/summ +30 ---------- misc Telepathy Dragon A cap made of leather. |
Tool | Polyrinn the dwarven-steel torque of kinetic psionic shield [power 79] (11/20 cooldown) Polyrinn the dwarven-steel torque of kinetic psionic shield [power 79] (11/20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% darkness +9% temporal Mind.save +30 (+8 eff.) Disease- +10% Knockbk- +10% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 79 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 28/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 21 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around waist | balancing hardened leather belt balancing hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +9% A belt that goes around your waist. |
In main hand | Emelilaith the Flashoath (165% power, 3 apr) Emelilaith the Flashoath (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +12 light On Crit.r2 +8 light On Hit: * 40% chance to blind On Crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +19 (+4 eff.) Dmg.mod +3% darkness +9% light Res.pen +10% light Melee Ret 8 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction Massive two-handed mauls. |
On hands | Broduvon the dwarven-steel gauntlets (0 def, 2 armour) Broduvon the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +5 Str +4 Dex +5 Cun dps ---------- Acc +7 (+2 eff.) Apr +11 ----- def ----- Armour +2 Resists +12% blight +3% cold Spell.save +42 (+14 eff.) ---------- misc Infravis +3 Steady Shot: Puts all charms on 20 cooldown Level 3.3 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | enlightening dwarven-steel plate armour of command (12 def, 17 armour) enlightening dwarven-steel plate armour of command (12 def, 17 armour)17.0 T3 massive armor [Ego++] Psionic While equipped: Stats +8 Cun +3 Wil ----- def ----- Armour +17 Defense +12 (+6 eff.) Fatigue +24% Mind.save +26 (+7 eff.) A suit of armour made of metal plates. |
Cloak | Ivumissra the cashmere cloak (2 def, 0 armour) Ivumissra the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +4 (+1 eff.) Apr +5 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +6% temporal +7% cold +5% fire +5% arcane +7% lightning Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.6 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
heroism infusion (+5 for 10 turns, die at -423) heroism infusion (+5 for 10 turns, die at -423)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -423 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (44 nature damage, 32% healing reduction) insidious poison infusion of the psychic (44 nature damage, 32% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 44.14 nature damage per turn for 7 turns, and reducing the target's healing received by 32%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (456% speed; 5 turns) movement infusion (456% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (622% speed; 6 turns) movement infusion of the psychic (622% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 428 over 5 turns) regeneration infusion of the sneak (heal 428 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 301 over 5 turns) regeneration infusion of the warrior (heal 301 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 7; power 41; turns 4; dispels darkness) sun infusion of the duelist (rad 7; power 41; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 41) for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure mental) wild infusion (resist 17%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure magical) wild infusion (resist 13%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 208 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
gold amulet gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
grounding gold amulet of cunning (+4) grounding gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +15% lightning Stun/Frz- +27% Amulets can have magical properties. |
insulating steel amulet of strength (+2) insulating steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +16% fire +14% cold Amulets can have magical properties. |
stabilizing steel amulet of constitution (+4) stabilizing steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +26% Amulets can have magical properties. |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
stralite amulet of perfection (0.34 Technique / Combat veteran,0.34 Wild-gift / Fungus) stralite amulet of perfection (0.34 Technique / Combat veteran,0.34 Wild-gift / Fungus)0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.34 Technique/Combat veteran +0.34 Wild-gift/Fungus Amulets can have magical properties. |
Mayykira the steel ring Mayykira the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag +2 Cun dps ---------- Res.pen +10% arcane ----- def ----- Phys.save +7 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc See.Invis +15 Rings can have magical properties. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Shaderaider Shaderaider0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind Res.pen +10% darkness +20% mind Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Mind.save +8 (+2 eff.) Rings can have magical properties. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.01 cold and 17.74 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
psionicist's gold ring of nature (+20%) psionicist's gold ring of nature (+20%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +10 (+3 eff.) Rings can have magical properties. |
psionicist's stralite ring of fire (+24%) psionicist's stralite ring of fire (+24%)0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Mind.save +12 (+3 eff.) Rings can have magical properties. |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring 'Salirenor' steel ring 'Salirenor'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +10% acid Acc +8 (+3 eff.) ----- def ----- Armour +4 Resists +20% acid Phys.save +6 (+3 eff.) Rings can have magical properties. |
stralite ring stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
titan's copper ring of corrosion (+20%) titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring of fire (+20%) titan's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +24% Pinning- +28% Knockbk- +20% Rings can have magical properties. |
Duskpall the stralite greatsword (158% power, 3 apr) Duskpall the stralite greatsword (158% power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Nature Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +70 insidious poison On Crit.r2 +16 darkness While equipped: Stats +3 Dex +2 Wil +2 Cun +3 Con dps ---------- On Hit (Melee): * 15% chance to inflict 15% damage reduction ---------- misc Infravis +2 Telepathy Demon/Minor Demon/Major Massive two-handed swords. |
stralite greatsword of projection (161% power, 3 apr) stralite greatsword of projection (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 161% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed swords. |
stralite greatsword of purging (160% power, 3 apr) stralite greatsword of purging (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 nature On Hit: * 25% chance to remove a magical effect Massive two-handed swords. |
Charged Focus (100% power, 24 apr, lightning damage) Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Lightning Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Eye of the Wyrm (113% power, 24 apr, physical damage) Eye of the Wyrm (113% power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 40% Wil, 20% Str, 10% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +8% lightning +8% physical +8% cold +8% fire +8% acid ----- def ----- Resists +8% acid +8% physical +8% cold +8% fire +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 243.61 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Gilahir Gilahir1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Cun +5 Lck dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% physical Acc +8 (+3 eff.) ----- def ----- Stealth +7 Die.at -40.00 life ---------- misc T.Disarm +9 Stam/turn +0.20 Infravis +3 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Turokalthohad Turokalthohad1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +5 Con ----- def ----- Armour +4 Phys.save +9 (+5 eff.) HP.reg +1.10 Heal.mod +19% ---------- misc Stam/turn +0.40 A belt that goes around your waist. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Stokequencher the cashmere robe (2 def, 0 armour) Stokequencher the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +5 Mag +6 Wil dps ---------- Dmg.mod +11% lightning +20% cold +9% physical Res.pen +10% fire ----- def ----- Defense +2 (+1 eff.) Resists +8% lightning +25% cold +13% blight Max.HP +43.00 HP.reg +2.30 Heal.mod +14% ---------- misc Infravis +2 See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Jetvortex (0 def, 10 armour) Jetvortex (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% acid Res.pen +10% darkness Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 15% chance to inflict 15% damage reduction ----- def ----- Armour +10 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 233.90 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
dwarven-steel gauntlets 'Galeward' (0 def, 8 armour) dwarven-steel gauntlets 'Galeward' (0 def, 8 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +3% lightning Res.pen +10% physical ----- def ----- Armour +8 Resists +9% lightning Heal.mod +10% Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of butchering (0 def, 2 armour) steady dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +12 (+4 eff.) Apr +7 ----- def ----- Armour +2 Resists +10% blight Phys.save +6 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Balizilagas (2 def, 0 armour) Balizilagas (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex +3 Cun +7 Con dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning Crit.dmg- 15.00% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Koredefang (6 def, 11 armour) Koredefang (6 def, 11 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Res.pen +20% physical Apr +5 ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +4% Resists +12% blight +3% all Phys.save +11 (+6 eff.) HP.reg +0.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +10 Wil +7 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
dragonslayer's dwarven-steel helm of absorption (0 def, 4 armour) dragonslayer's dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +7% fire +6% lightning +8% cold ---------- misc Stam/ret +1.20 Equi/ret +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Bethumira' (0 def, 9 armour) hardened leather cap 'Bethumira' (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +9% blight +12% fire Phys.save +15 (+8 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+5 eff.) Confus- +10% A cap made of leather. |
insulating linen wizard hat of balance (1 def, 0 armour) insulating linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +6% cold ---------- misc Equi/ret +0.70 Psi/ret +0.70 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
steel mail armour 'Blazequencher' (2 def, 6 armour) steel mail armour 'Blazequencher' (2 def, 6 armour)14.0 T2 heavy armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +9% acid +15% blight +3% cold +5% mind +3% fire Mind.save +10 (+3 eff.) A suit of armour made of mail. |
mummy wrappings of the deep (5 def, 4 armour) mummy wrappings of the deep (5 def, 4 armour)6.0 T3 mummy armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +5 (+3 eff.) Fatigue +2% Resists +8% acid -25% fire +8% cold ---------- misc Breathe water Decaying mummy wrappings. |
2 onyx 2 onyx0.0 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Blazesweeper' (dig speed 12 turns) dwarven-steel pickaxe 'Blazesweeper' (dig speed 12 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +5% Dmg.mod +9% lightning Res.pen +10% lightning +15% blight ----- def ----- Resists +3% blight Max.HP +22.00 ---------- misc Max.mana +30.00 Max.stam +18.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns) dwarven-steel pickaxe of wreckage (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
2 jade 2 jade0.0 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. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Chargeripper' alchemist's lamp 'Chargeripper'1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +10% mind Melee Ret 16 fire ----- def ----- Resists +15% lightning +7% fire +15% mind ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +3 See.Stealth +11 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing alchemist's lamp of the zealot piercing alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +7% all Apr +8 ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways Orb of Many Ways1.0 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 269.46 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification Chest2.0 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. |
hateful dwarven-steel torque of mindblast [power 197] (11/6 cooldown) hateful dwarven-steel torque of mindblast [power 197] (11/6 cooldown)2.0 T3 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 8 beam dealing 114.40 to 228.81 mind damage Puts all charms on 6 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of charged psionic shield [power 79] (11/20 cooldown) psionic dwarven-steel torque of charged psionic shield [power 79] (11/20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 79 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of mindblast [power 193] (11/6 cooldown) quiet dwarven-steel torque of mindblast [power 193] (11/6 cooldown)2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +3 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 8 beam dealing 112.08 to 224.16 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of thermal psionic shield [power 95] (11/25 cooldown) supercharged dwarven-steel torque of thermal psionic shield [power 95] (11/25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 95 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of clear mind [power 2] (11/13 cooldown) supercharged steel torque of clear mind [power 2] (11/13 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
warded dwarven-steel torque of kinetic psionic shield [power 69] (11/20 cooldown) warded dwarven-steel torque of kinetic psionic shield [power 69] (11/20 cooldown)2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +2 mind +1 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
warded dwarven-steel torque of psychoportation [power 37] (11/30 cooldown) warded dwarven-steel torque of psychoportation [power 37] (11/30 cooldown)2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +1 physical +3 mind +2 darkness Talents +1 Ward Teleport randomly (rad 37) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
Growthkarma the elven-wood totem of cure ailments [power 4] (11/10 cooldown) Growthkarma the elven-wood totem of cure ailments [power 4] (11/10 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +20% nature Melee Ret 8 nature 20 mind ---------- misc Psi/ret +0.16 Hate/m.crit +3.00 Wards +3 acid +3 nature +4 light Telepathy Humanoid/Orc Talents +1 Ward Remove up to 4 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of thorny skin [power 73] (11/26 cooldown) supercharged elven-wood totem of thorny skin [power 73] (11/26 cooldown)2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 73 and armour hardiness by 60% Puts all charms on 26 cooldown Natural totems are made by powerful wilders to store nature power. |
tentacled ash totem of thorny skin [power 27] (11/20 cooldown) tentacled ash totem of thorny skin [power 27] (11/20 cooldown)2.0 T2 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of trap destruction [power 72] (11/15 cooldown) elven-wood wand of trap destruction [power 72] (11/15 cooldown)2.0 T4 wand charm [Ego] Arcane Disarm traps (72 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.0 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. |
Achievements
By Faelwynn the Thalore Berserker level 21
58th Haze 122nd year of Ascendancy at 03:43 see stats
By Faelwynn the Thalore Berserker level 21
56th Haze 122nd year of Ascendancy at 12:52 see stats
By Faelwynn the Thalore Berserker level 13
13rd Dusk 122nd year of Ascendancy at 15:38 see stats
By Faelwynn the Thalore Berserker level 30
10th Flare 123rd year of Ascendancy at 15:30 see stats
By Faelwynn the Thalore Berserker level 29
6th Flare 123rd year of Ascendancy at 23:00 see stats
By Faelwynn the Thalore Berserker level 27
29th Pyre 123rd year of Ascendancy at 08:28 see stats
By Faelwynn the Thalore Berserker level 26
44th Regrowth 123rd year of Ascendancy at 02:52 see stats
By Faelwynn the Thalore Berserker level 16
61st Dusk 122nd year of Ascendancy at 02:34 see stats
By Faelwynn the Thalore Berserker level 22
66th Haze 122nd year of Ascendancy at 05:17 see stats
By Faelwynn the Thalore Berserker level 29
8th Mirth 123rd year of Ascendancy at 19:12 see stats
By Faelwynn the Thalore Berserker level 10
7th Flare 122nd year of Ascendancy at 00:00 see stats
By Faelwynn the Thalore Berserker level 20
55th Haze 122nd year of Ascendancy at 01:39 see stats
By Faelwynn the Thalore Berserker level 30
7th Flare 123rd year of Ascendancy at 16:47 see stats
By Faelwynn the Thalore Berserker level 25
5th Regrowth 123rd year of Ascendancy at 23:36 see stats
By Faelwynn the Thalore Berserker level 25
8th Allure 123rd year of Ascendancy at 06:34 see stats
By Faelwynn the Thalore Berserker level 25
7th Allure 123rd year of Ascendancy at 21:11 see stats
By Faelwynn the Thalore Berserker level 29
2nd Flare 123rd year of Ascendancy at 19:32 see stats
By Faelwynn the Thalore Berserker level 24
6th Allure 123rd year of Ascendancy at 11:31 see stats
By Faelwynn the Thalore Berserker level 8
6th Mirth 122nd year of Ascendancy at 15:35 see stats
By Faelwynn the Thalore Berserker level 11
1st Dusk 122nd year of Ascendancy at 09:12 see stats
By Faelwynn the Thalore Berserker level 25
17th Regrowth 123rd year of Ascendancy at 12:53 see stats
By Faelwynn the Thalore Berserker level 28
64th Pyre 123rd year of Ascendancy at 22:50 see stats
By Faelwynn the Thalore Berserker level 19
48th Haze 122nd year of Ascendancy at 12:19 see stats
By Faelwynn the Thalore Berserker level 20
55th Haze 122nd year of Ascendancy at 13:12 see stats
Log
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
Ran for 4 turns (stop reason: didn't move).
You don't see how to get there...
The dark tendrils lash at Faelwynn.
Faelwynn is pinned to the ground.
You are unable to move!
You are unable to move!
Faelwynn is no longer pinned.
Faelwynn has recovered!
The dark tendrils dissipate.
Faelwynn uses Polyrinn the dwarven-steel torque of kinetic psionic shield!
Faelwynn uses Wrath of the Woods.
Faelwynn radiates power.
Faelwynn uses Adrenaline Surge.
Faelwynn feels a surge of adrenaline.
Faelwynn's adrenaline surge has come to an end.
Faelwynn's aura of power vanishes.