Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. QuickTome: Remove Traps 1.3.1 No Achievement Pop-ups 1.5.5This addon removes the pop-up window that appears when an achievement is gained. It also provides the option to disable announcing your own achievements in chat. CompatibilityThis addon superloads and OVERWRITES the following functions: This addon superloads the following functions non-intrusively: This addon uses the GameOptions:generateList hook to provide a new option. Weight: 39438 Changelog1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Half-Cost Category Mastery 1.3.1 QuickTome: Arena Skip 1.3.1 QuickTome: Melinda Tweaks 1.3.1 No Item Decay 1.3.1 QuickTome: Resource Tweaks 1.3.1 Convenient Digging 1.5.5 QuickTome: Item Tweaks 1.4.8 Prodigy Tweaks 1.5.5 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Allow Respec Anywhere 1.2.3QuickTome: Sight Overhaul 1.5.3 Possessor Bonus Class 1.5.4Donators/Buyers bonus! QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: minmay's minor mindslot mindstar modification 1.5.5 Square Field of Vision 1.3.1 Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Remove Stat Requirements 1.4.8 QuickTome: Remove Escorts 1.3.1This addon is part of the QuickTome addon set. This addon removes escorts from the game. CompatibilityThis addon is guaranteed to be compatible with the rest of the QuickTome set. If it isn't, that is a bug and should be reported. This addon overloads the following files: It will not be compatible with other addons that touch these files. Also, it removes the Quest:escort:assign hook. Weight: 216875 Changelog1.0.0- Initial release Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Additional Randart Properties 1.5.5 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Replace Swift Hands 1.3.1 Harbinger 1.5.5 QuickTome: Creature Changes 1.3.1 Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Serpent |
| Class | Hydra |
| Level / Exp | 99 / 49% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1017 (base 91) |
| Dexterity | 971 (base 50) |
| Constitution | 1076 (base 104) |
| Magic | 928 (base 16) |
| Willpower | 1173 (base 109) |
| Cunning | 2402 (base 109) |
Resources
| Psi | 1383/1383 |
| Life | 36232/36232 |
| Fury | 25/420 |
| Stamina | 3870/3870 |
| Equilibrium | 60 |
| Healing Factor | 2.5 |
| Regeneration | 271.80615090497 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +108.582722317% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 19 |
| Lite | 9 |
Offense: Barehand
| Damage | 537 |
| Accuracy | 382 |
| Crit Chance | 877% |
| APR | 69 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 237 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 457 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Blight | +13% |
| Arcane | +17% |
| Cold | +106% |
| All | +7% |
| Lightning | +140% |
| Temporal | +10% |
| Physical | +55% |
| Darkness | +31% |
| Fire | +110% |
| Mind | +39% |
Offense: Damage Penetration
| Mind | +24% |
| Lightning | +36% |
| Darkness | +15% |
| Cold | +22% |
| Blight | +20% |
| Physical | +28% |
| Fire | +22% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 1089.9360845408 (100%) |
| Defense | 226 |
| Ranged Defense | 224 |
| Fatigue | 5 |
| Physical Save | 244 |
| Spell Save | 236 |
| Mental Save | 290 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 37%( 70%) |
| Mind | + 59%( 70%) |
| All | + 38%( 70%) |
| Lightning | + 86%( 86%) |
| Temporal | + 44%( 70%) |
| Physical | + 83%( 86%) |
| Cold | + 86%( 86%) |
| Fire | + 86%( 86%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 25% |
| Bleed Resistance | 40% |
| Confusion Resistance | 25% |
| Stoning Resistance | 0% |
| Stun Resistance | 100% |
| Poison Resistance | 40% |
| Blind Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Wild-gift / Tremor | 2.10 |
| 3/5 |
| 4/5 |
| 9/5 |
| 9/5 |
| Wild-gift / Thunder | 2.10 |
| 7/5 |
| 9/5 |
| 7/5 |
| 9/5 |
| Wild-gift / Supercell | 2.41 |
| 1/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Wild-gift / Blizzard | 2.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Wild-gift / Blaze | 2.51 |
| 9/5 |
| 9/5 |
| 5/5 |
| 9/5 |
| Wild-heart / Ravenous Beast | 1.80 |
| 7/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Wild-heart / Triad | 2.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Feral Hydra | 2.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Breath Hydra | 2.20 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Glare Hydra | 2.00 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cyclone | 2.10 |
| 9/5 |
| 4/5 |
| 9/5 |
| 9/5 |
Generic Talents
| Wild-heart / Prudence | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Ego / Serpent | 2.40 |
| 9/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Regenerate | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Wild-gift / Rain | 2.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Spell / Staff combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 1.80 |
| 5/5 |
| 5/5 |
| 9/5 |
| 8/5 |
| Wild-heart / Natural Combat | 1.70 |
| 10/10 |
| 10/10 |
| 14/10 |
| 14/10 |
| 14/10 |
| 0/10 |
| 14/10 |
| 14/10 |
| Wild-heart / Noble Animal | 1.70 |
| 9/5 |
| 1/5 |
| 9/5 |
| 9/5 |
| 14/10 |
| 14/10 |
| 14/10 |
| 4/10 |
| Wild-gift / Endurance | 2.10 |
| 7/5 |
| 1/5 |
| 9/5 |
| 9/5 |
| Technique / Combat training | 2.00 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Hydragon | 1.80 |
| 7/5 |
| 7/5 |
| 8/5 |
| 8/5 |
| Wild-heart / Martial Training | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Ceaseless Blood |
| talent | Voracious Feast |
| talent | Summon Vines |
| talent | Soothing Shell |
| beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 2 |
| beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 1 |
| beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 2 |
| beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 2 |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
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 |
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 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. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * You explored an old crypt of dead and mummified shaloren. There were powerful, magical artifacts indeed, but unfortunately, they were all mostly arcane... * 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 Dogroth Caldera and, somehow, went drunk on the toxic fumes. However, the psionic's dream device was not all that useful... * 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 |
You have taken the Farportal and successfully arrived in the east. Ironically, now that you are here, you must find a way back as soon as possible. Again, it's strange: How did The Summoner know this portal would only be one-way...?! Journey to the West- You were warned that your time would be limited with ONLY your orb. You MUST find a way back! - You found out The Summoner's true name: It was Gandnalli! - It turns out The Summoner did, indeed, know of Sunwall long before anyone else in Maj'Eyal. In fact, he was a sympathizer for them against antimagics! Either way, Aeryn has suggested a way of returning home-- An old tinkerer at the north-east of town... - Zemekkys appears to have helped The Summoner reach Maj'Eyal in the past, but will say no more than that. No doubt, he can help you get back as well, but you'll need to do some tasks... - You got back home safely! Go tell The Summoner what has transgressed! - It seems, as usual, The Summoner is not in his usual place. Without a direct link, you can't tell precisely where he is, however... - You found the Summoner! - You could not tell The Summoner what you really thought of him... And he somehow seems to have known...! | 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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'... You have made it to the Far East! | done |
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: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - You've briefly contemplated your distrust of The Summoner and realized... It is futile. You are frightened by this man and want to depart from him as soon as possible... - Your summoner has finally promised you your freedom. If he can truly provide you with this, then there is no reason you cannot begin to trust him more. - You have come to terms with your fears. Now disconnected, you realize your apprehensions have had nothing to do with The Summoner-- Now leaving only the Antimagics of Zigur as a suspect. With this in mind, you are one step closer to determining who you were and what your past was... *** The Mind There seems to be 4 personalities in all: - Angry and fierce: It wants nothing to do with the world around it. It is bitter and will destroy anything whatsoever. - Scared and paranoid: It fears everything. It believes at but a lapse of awareness, all it knows will come crashing down. - Craven and desperate: It appears elated, but it is, in fact, despondent. Fruitlessly, it craves to fill its emptiness. - Sound and reliant: It looks to others to find its own meaning, rather than paving a way for itself. - If anything, you've determined that your heads are crazy. However, you're not going to allow them to drive YOU crazy! - You've realized-- Like the id of your psyche-- Your heads are truly spouting the most primitive forms of your desires. Perhaps they are worth listening to afterall...? - Through the power of the Mnemonic, you have discovered who you really are; not a single trace left behind. You managed to discover the truth behind your past. You don't know whether this has made you more or less determined, as you have always been too busy to really have it on your mind anyways. ... Though, you feel a small part in you, thanking you-- Perhaps, this is the "previous" you? Either way, you feel a great deal of relief, now with a completely clear, focused mind. | done |
It seems much has occurred while you have been gone. The Summoner has given you a checklist of things you must accomplish in order to truly purify Maj'Eyal of evil: Returning Evils- Within the Old Forest, you discovered Snaproot: a powerful treant utilizing the power of fire and corruption. Go tell The Summoner! - Within the Maze, you discovered Nimisil: a spider capable of wielding celestial sun and moon magic. Go tell The Summoner! - Within Trollmire, you discovered Aluin: a lost, despairing paladin as mighty as the sun. Go tell The Summoner! - Within the Daikara Mountains, you discovered Massok: a massive, dragon-slaying orc. Go tell The Summoner! - Within Dreadfell, you discovered Pale Drake: a cunning, fiery skeleton mage. Go tell The Summoner! - Within the Sandworm Lair, you discovered a horrible, corrupted sandworm, transformed by blight. Go tell The Summoner! - Within the Scintillating Caves, you discovered the Spellblaze Simulacrum: a magical being capable of imitating the living. Go tell The Summoner! - Within Kor'pul, you discovered the Kor's Fury: a shade filled with all of Kor'pul's wrath. Go tell The Summoner! - Within Reknor, you discovered the Lithfengel: a massive, powerful demon commanding blight and ash. Go tell The Summoner! Maj'Eyal is now a safe place, thanks to your hard work! | done |
The Summoner is really starting to lose it. He wants you to bring him the Awakened Staff of Absorption so that he could "show" you something... Saying Farewell... It is quite likely what he is about to show you is his own demise... And yet, there might still be some substance behind this. Worst case scenario: You become immortal. - The Summoner's parting gift was an orb filled with his natural energies. Simply clasping it permanently removes all necessity for a lifelink. One might say this is the end of your journey and his-- But you can feel his will within the orb, stressing to you: "No. This is only the beginning." | 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. * 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: 6723. | 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. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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. * You have found the Resonating Diamond. | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | 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
| 1st feral head | Great Caller (100% power, 18 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 302% Wil, 432% Cun Damage type: Nature Mastery: Summon Vines 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) Talent granted: +2 Enrage Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 7.2 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 160 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
| 2nd feral head | Charged Focus (100% power, 24 apr, lightning damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Power: 100% Range: 1.1x Uses stats: 345% Wil, 172% Cun Damage type: Lightning Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +30% lightning Changes resistances penetration: +18% lightning Changes damage: +30% lightning Talent masteries: +0.10 Wild-gift / Supercell +0.30 Psionic / Charged mastery +0.10 Wild-gift / Thunder Talent granted: +1 Psionic Maelstrom Mental save: +18 (+1 eff.) Maximum psi: +60.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +10% Electrical energies are focussed in the core of this mindstar. |
| 1st drool head | Xanyba the Naturekill (116% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This psionic mindstar is wrathful to the hated. This honing mindstar will focus other psionic mindstars. Power: 116% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +12 Cun / +4 Wil Changes resistances: +10% physical Changes resistances penetration: +5% blight / +10% physical Changes damage: +10% physical Critical mult.: +25.00% Hate when firing a critical mind attack: +11.00 Psi when firing a critical mind attack: +6.00 Maximum hate: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +16% Life leech chance: +20% Life leech: +17% Talent on hit(nature): Poisonous Spores (5% chance level 1). Talent on hit(nature): Mana Clash (5% chance level 1). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Light source | dwarven lantern 'Mayoth'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+1 eff.) Effects on melee hit: * 45% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 blight / 12 temporal Changes stats: +11 Cun / +14 Wil Changes resistances penetration: +5% blight Changes damage: +9% acid / +3% temporal Critical mult.: +40.00% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| 4th drool head | stralite amulet of perfection (0.31 Wild-gift / Blaze,0.31 Wild-gift / Supercell)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.31 Wild-gift / Supercell +0.31 Wild-gift / Blaze Amulets can have magical properties. |
| 2nd glare head | Thermal Focus (109% power, 32 apr, fire damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Power: 109% Range: 1.1x Uses stats: 388% Wil, 216% Cun Damage type: Fire Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent masteries: +0.10 Wild-gift / Blaze +0.20 Psionic / Thermal mastery +0.10 Wild-gift / Blizzard Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
| Tool | Islovena the Brightvalor (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +15.0% Physical power: +17 (+0 eff.) Damage when hit (Melee): 12 fire Changes stats: +13 Str / +5 Dex / +14 Wil Changes resistances: +12% fire Critical mult.: +20.00% Equilibrium when hit: +0.12 Psi when firing a critical mind attack: +1.00 Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +17% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| 3rd drool head | living mindstar 'Lustregasher' (115% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Agony (5% chance level 2). Damage (Melee): +8 light When wielded/worn: Damage when hit (Melee): 18 lightning / 8 mind Changes stats: +4 Str / +4 Dex / +3 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +20% lightning / +3% arcane Changes resistances penetration: +18% lightning Changes damage: +16% lightning Spell save: +15 (+2 eff.) Hate when firing a critical mind attack: +6.00 Maximum hate: +17.00 Mindpower: +22 (+1 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 4th glare head | Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 25 acid / 25 fire / 25 lightning / 25 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +15% acid / +15% fire / +15% cold / +15% lightning This jeweled crown shimmers with colors. |
| 2nd drool head | Emelareba the Stormstrider (114% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. Power: 114% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 lightning When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 arcane Changes resistances: +3% blight / +25% mind / +6% arcane Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +10 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +20 (+1 eff.) Equilibrium when hit: +1.70 Hate when firing a critical mind attack: +5.00 Maximum hate: +24.00 Maximum psi: +50.00 Mindpower: +18 (+1 eff.) Mental crit. chance: +5% Life leech chance: +23% Life leech: +24% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 1st glare head | Unrukan (114% power, 40 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar will resonate with other psionic mindstars. Power: 114% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +1 Dex / +1 Wil / +7 Cun Changes resistances: +10% mind Changes resistances penetration: +24% mind / +15% darkness Changes damage: +32% mind / +24% darkness Talent masteries: +0.30 Wild-gift / Rain +0.10 Wild-gift / Endurance Critical mult.: +25.00% Physical save: +10 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +20 (+1 eff.) Equilibrium when hit: +2.30 Psi when hit: +2.50 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 3rd feral head | Kinetic Focus (88% power, 18 apr, physical damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Power: 88% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Physical Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +30% physical Changes resistances penetration: +18% physical Changes damage: +30% physical Talent masteries: +0.30 Psionic / Kinetic mastery +0.10 Wild-gift / Tremor +0.10 Wild-gift / Cyclone Talent granted: +1 Psionic Maelstrom Physical save: +18 (+1 eff.) Psi when firing a critical mind attack: +3.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +10% Kinetic energies are focussed in the core of this mindstar. |
| 3rd glare head | Eye of Summer (94% power, 18 apr, fire damage)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. The set is complete. Power: 94% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Fire Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Talent mastery: +0.10 Wild-gift / Blaze Mindpower: +12 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
| 4th feral head | Eye of Winter (94% power, 18 apr, cold damage)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. The set is complete. Power: 94% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Cold Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: +10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Talent masteries: +0.10 Wild-gift / Rain +0.10 Wild-gift / Blizzard Mindpower: +12 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Inventory
healing infusion of the duelist (heal 2397)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2397 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 2402)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2402 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 5847)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 5847 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 370 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 27% for 7 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 ability. |
wild infusion (resist 20%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 7 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 ability. |
wild infusion of the psychic (resist 145%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 145% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 126%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 126% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (332 nature damage, 58% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 332.31 nature damage per turn for 7 turns, and reducing the target's healing received by 58%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. |
movement infusion (590% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (3509% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 nature gift Description: Activate the infusion to increase movement speed by 3509% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (3655% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3655% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+7 for 12 turns, die at -459)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 7 for 12 turns. While Heroism is active, you will only die when reaching -459 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 13 turns, die at -290)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 5 for 13 turns. While Heroism is active, you will only die when reaching -290 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (1231% regen over 10 turns; 61 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1231% for 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (5657% regen over 10 turns; 282 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5657% for 10 turns and instantly restoring 282 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength 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 ability. |
acid wave rune of the duelist (1720 acid damage; disarm 5 turns with power 208)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 1720.29 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 208 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
biting gale rune (161 cold damage; freeze 3 turns with power 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 161.35 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (173 cold damage; freeze 3 turns with power 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 direct a cone of chilling stormwind doing 173.77 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (328 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 328.45 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (4311 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 4311.06 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength 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 ability. |
heat beam rune of the warrior (4285 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 4285.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength 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 ability. |
shielding rune (absorb 195 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 195 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 ability. |
teleportation rune (range 57)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (836 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 278.75 to 836.25 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 60)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 60. Its effects scale with your Constitution 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 ability. |
controlled phase door rune of the wizard (range 56)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 56. 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 ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Earokath the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Changes resistances: +1% physical Cut immunity: +60% Maximum hate: +4.00 Maximum psi: +10.00 Mindpower: +4 (+0 eff.) Healing mod.: +18% Size category: +2 It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 2018 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Kosazor the KilntrialCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% fire Changes resistances penetration: +5% fire Talent masteries: +0.17 Cunning / Poisons +0.17 Wild-gift / Blizzard Amulets can have magical properties. |
archmage's steel amulet of perfection (0.21 Cunning / Poisons,0.21 Wild-gift / Rain)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Talent masteries: +0.21 Cunning / Poisons +0.21 Wild-gift / Rain Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
cleansing steel amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces Tarnished by natural acids 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% nature / +12% blight Poison immunity: +20% Disease immunity: +20% Amulets can have magical properties. |
restful steel amulet of mastery (0.22 Wild-gift / Blizzard)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Talent mastery: +0.22 Wild-gift / Blizzard Life regen: +1.60 Amulets can have magical properties. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Spellpower: +7 (+0 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light It can be used to create a reflective shield (50% reflection rate, 2006 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+2 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 6.8 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 14 turns, there's a 68% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
clarifying gold amulet of mastery (0.28 Wild-gift / Tremor)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% mind Talent mastery: +0.28 Wild-gift / Tremor Confusion immunity: +31% Amulets can have magical properties. |
gold amulet 'Weepwoe'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +11% physical Stamina each turn: +0.80 Talent on hit(mindpower): Slime Spit (5% chance level 1). Amulets can have magical properties. |
restful gold amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Teleport immunity: +50% Life regen: +2.60 It can be used to teleport you randomly (rad 51), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
serendipitous gold amulet of perfection (0.28 Cunning / Poisons,0.28 Wild-gift / Blaze)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Defense: +13 (+1 eff.) Changes stats: +13 Lck Talent masteries: +0.28 Cunning / Poisons +0.28 Wild-gift / Blaze Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
wanderer's gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Fatigue: -6% Changes stats: +6 Dex / +6 Cun / +7 Con Critical mult.: +15.00% Life regen: +0.90 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
warmaker's gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +7 Dex / +6 Wil Cut immunity: +60% Healing mod.: +21% 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 1509 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warmaker's gold amulet of perfection (0.26 Wild-heart / Burrowing Beast,0.26 Wild-heart / Glob)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Wil Talent masteries: +0.26 Wild-heart / Burrowing Beast +0.26 Wild-heart / Glob Amulets can have magical properties. |
AdalaithPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Mag Changes resistances penetration: +15% arcane Changes damage: +6% light / +5% temporal / +4% darkness / +5% physical Talent masteries: +0.28 Cunning / Poisons +0.28 Wild-heart / Swamp Beast Physical save: +15 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +13 (+1 eff.) Maximum stamina: +10.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
AerulegInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Cun Reduce damage by fixed amount: +10 all Mental save: +10 (+0 eff.) Amulets can have magical properties. |
FilthnoonPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 13% chance to blind * 13% chance to inflict 15% damage reduction Damage when hit (Melee): 8 physical Changes resistances penetration: +5% nature Changes damage: +6% temporal / +13% light / +13% darkness Maximum life: +10.00 Amulets can have magical properties. |
LustrearcInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +8 Dex Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +12% light / +6% arcane Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+0 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 5.1 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 8 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.7 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
clarifying stralite amulet of perfection (0.34 Wild-gift / Thunder,0.34 Wild-gift / Cyclone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% mind Talent masteries: +0.34 Wild-gift / Thunder +0.34 Wild-gift / Cyclone Confusion immunity: +44% Amulets can have magical properties. |
enraging stralite amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+0 eff.) Changes damage: +8% physical Cut immunity: +60% Combat speed: +10% 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 1509 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding stralite amulet of willpower (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Wil Changes resistances: +26% lightning Stun/Freeze immunity: +40% Amulets can have magical properties. |
serendipitous stralite amulet of perfection (0.34 Wild-gift / Rain,0.34 Wild-gift / Supercell)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+1 eff.) Defense: +17 (+2 eff.) Changes stats: +17 Lck Talent masteries: +0.34 Wild-gift / Rain +0.34 Wild-gift / Supercell Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
starseer's stralite amulet of perfection (0.32 Wild-gift / Thunder,0.32 Wild-gift / Blaze)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% light / +8% temporal / +8% darkness / +8% physical Talent masteries: +0.32 Wild-gift / Thunder +0.32 Wild-gift / Blaze Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
stralite amulet of perfection (0.30 Wild-gift / Mindstar mastery,0.30 Wild-gift / Endurance)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.30 Wild-gift / Mindstar mastery +0.30 Wild-gift / Endurance Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.29 Wild-gift / Cyclone,0.29 Wild-gift / Blaze)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Talent masteries: +0.29 Wild-gift / Blaze +0.29 Wild-gift / Cyclone Physical save: +17 (+1 eff.) Life regen: +2.50 Maximum life: +65.00 Amulets can have magical properties. |
warmaker's stralite amulet of perfection (0.34 Wild-gift / Rain,0.34 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +9 Dex / +9 Wil Talent masteries: +0.34 Wild-gift / Rain +0.34 Technique / Combat training Amulets can have magical properties. |
Burnwrack the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% fire Changes damage: +3% mind Physical save: +22 (+2 eff.) Spell save: +25 (+3 eff.) Mental save: +23 (+1 eff.) Teleport immunity: +50% Mana each turn: +0.60 Psi when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +53.00 Maximum hate: +2.00 Talent on hit(mindpower): Slime Spit (5% chance level 2). It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Daimiderain the KilnwormInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +38 Damage when hit (Melee): 8 arcane / 12 fire Changes resistances: +45% fire / +12% mind / +27% cold Changes damage: +9% arcane Critical mult.: +37.00% Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 6.8 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1429.95 physical damage in a radius 9 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Hettulach the MagmasteelInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 fire Changes stats: +10 Dex / +12 Wil / +10 Cun / +10 Con Physical save: +20 (+1 eff.) Mental save: +15 (+1 eff.) Life regen: +4.20 Stamina each turn: +1.20 Psi when hit: +0.08 Psi when firing a critical mind attack: +2.00 Hate per kill: +6.00 Maximum life: +48.00 Movement speed: +10% Amulets can have magical properties. |
Salelle the KilnsweeperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Wil Changes resistances: +30% temporal Pinning immunity: +50% Knockback immunity: +50% Talent on hit(mindpower): Flamespit (5% chance level 1). Amulets can have magical properties. |
Todrathel the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +17 Con Changes resistances penetration: +25% arcane Changes damage: +6% blight Talent masteries: +0.40 Wild-gift / Blaze +0.40 Wild-gift / Tremor Life regen: +1.50 Stamina each turn: +0.80 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Hate per kill: +8.00 Maximum mana: +80.00 Spellpower: +2 (+0 eff.) Movement speed: +10% Amulets can have magical properties. |
Toruvor the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +6 Mag Changes resistances: +6% temporal Changes resistances cap: +7% all Changes damage: +7% acid / +8% lightning / +8% fire / +18% arcane / +8% cold Physical save: +27 (+2 eff.) Teleport immunity: +50% Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
starseer's voratun amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +7% light / +7% temporal / +8% darkness / +8% physical Teleport immunity: +50% Spellpower: +6 (+0 eff.) Spell crit. chance: +6% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
voratun amulet 'Adaldamina'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +4 Mag / +6 Wil Changes resistances: +12% blight Changes resistances penetration: +20% temporal Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Physical save: +22 (+2 eff.) Spell save: +25 (+3 eff.) Mental save: +40 (+3 eff.) Confusion immunity: +25% Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Mindpower: +14 (+1 eff.) Amulets can have magical properties. |
voratun amulet of perfection (0.40 Wild-heart / Glob,0.40 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Technique / Combat training +0.40 Wild-heart / Glob Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Drurorath the StrikemortalInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning Changes resistances penetration: +10% fire Changes damage: +6% lightning Mental save: +6 (+0 eff.) Confusion immunity: +24% Rings can have magical properties. |
SatyrschismInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +5 Cun / +5 Wil Changes resistances: +9% nature Changes damage: +3% nature Mindpower: +6 (+0 eff.) Rings can have magical properties. |
Layyna the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight / +6% cold / +9% nature / +3% darkness Poison immunity: +18% Disease immunity: +18% Talent on hit(mindpower): Slime Spit (5% chance level 1). Rings can have magical properties. |
SalinneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Critical mult.: +10.00% Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +28.00 Maximum vim: +10.00 Spellpower: +2 (+0 eff.) Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Talent mastery: +0.20 Wild-gift / Rain Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 133.07 cold and 99.71 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
mule's steel ring of nature (+22%)Infused by nature Crafted by a master Tarnished by natural acids 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +20 Rings can have magical properties. |
solipsist's steel ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +0.90 Maximum life: +57.00 Mindpower: +8 (+1 eff.) Healing mod.: +18% Rings can have magical properties. |
steel ring 'Poriba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -2% Changes stats: +2 Str / +3 Dex / +2 Lck Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +30% Life regen: +1.80 Rings can have magical properties. |
Durenarigrim the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con / +1 Wil Changes resistances: +22% acid / +22% fire / +22% lightning / +22% cold Changes damage: +6% mind / +1% all Talent on hit(mindpower): Distortion Bolt (10% chance level 1). Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
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 (+1 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. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring 'Sewermaster'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes damage: +3% temporal Silence immunity: +28% Mana each turn: +0.16 Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(mindpower): Mana Clash (5% chance level 1). Rings can have magical properties. |
painweaver's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+0 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +5 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +11 (+1 eff.) Mindpower: +12 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.1 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 170% weapon damage. If the attack hits, the target will bleed for 321% weapon damage over 7 turns, and all healing will be reduced by 75%. Rings can have magical properties. |
pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +13 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +10 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.1 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 170% weapon damage. If the attack hits, the target will bleed for 321% weapon damage over 7 turns, and all healing will be reduced by 75%. Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Corruptionwither the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Dex / +6 Wil / +8 Cun Psi when firing a critical mind attack: +2.00 Mindpower: +13 (+1 eff.) Healing mod.: +5% Talent on hit(nature): Mana Clash (5% chance level 1). Rings can have magical properties. |
EilinumiraCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+0 eff.) Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +6 Cun Changes resistances: +6% lightning / +6% temporal Changes damage: +6% mind / +8% all Mental save: +33 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +44% Life regen: +4.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +15 (+1 eff.) Mindpower: +17 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.1 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 170% weapon damage. If the attack hits, the target will bleed for 321% weapon damage over 7 turns, and all healing will be reduced by 75%. Rings can have magical properties. |
Muckgore the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str Talent on hit(mindpower): Distortion Bolt (10% chance level 1). Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Zubebrewe the EbonyobsidianPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 42 light Damage when hit (Melee): 8 mind / 4 lightning Changes stats: +9 Cun / +8 Dex Changes resistances: +3% darkness / +15% temporal Changes resistances penetration: +15% lightning / +28% darkness Changes damage: +15% temporal Rings can have magical properties. |
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: +13 (+1 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +17 Cun / +9 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.1 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 170% weapon damage. If the attack hits, the target will bleed for 321% weapon damage over 7 turns, and all healing will be reduced by 75%. Rings can have magical properties. |
solipsist's stralite ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +7 Wil Stun/Freeze immunity: +30% Life regen: +2.90 Mindpower: +13 (+1 eff.) Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Lavagrit'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +9 Str / +9 Con Changes resistances: +9% lightning / +24% fire Changes resistances penetration: +5% fire Changes damage: +6% lightning Rings can have magical properties. |
AeriwynInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+1 eff.) Armour penetration: +17 Armour: +4 Armour Hardiness: +10% Defense: +24 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +8 Con Changes resistances: +6% mind Reduce damage by fixed amount: +5 all Physical save: +16 (+1 eff.) Spell save: +10 (+1 eff.) Disarm immunity: +5% Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 160% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Balumnir the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+1 eff.) Changes stats: +9 Dex Changes resistances: +3% light / +9% darkness / +14% blight / +3% arcane / +14% nature / +21% mind Changes damage: +15% mind Poison immunity: +27% Disease immunity: +30% Silence immunity: +20% Confusion immunity: +10% Rings can have magical properties. |
DuskbraidPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+0 eff.) Effects on melee hit: * 34% chance to blind Damage when hit (Melee): 12 temporal Changes stats: +9 Str / +10 Mag / +10 Con Changes resistances: +43% darkness Changes resistances penetration: +10% darkness / +10% light Changes damage: +20% darkness Stealth bonus: +10 Spell save: +20 (+2 eff.) Rings can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 331.17 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+4 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+1 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Saliyalle the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+1 eff.) Armour penetration: +15 Defense: +13 (+1 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances: +9% light / +32% nature / +3% darkness Changes damage: +16% nature Physical save: +30 (+2 eff.) Silence immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 160% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Shimmermark the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +8 Cun / +7 Wil Changes resistances: +15% blight / +12% nature / +9% lightning Changes damage: +6% lightning Mental save: +14 (+1 eff.) Poison immunity: +30% Disease immunity: +28% Confusion immunity: +44% Mindpower: +15 (+1 eff.) Talent on hit(nature): Acidfire (5% chance level 1). Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 6.8 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 853.66 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
voratun ring 'Gleamvice'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+2 eff.) Armour penetration: +2 Armour: +6 Defense: +15 (+1 eff.) Changes stats: +8 Cun / +9 Dex Changes resistances penetration: +10% light Physical save: +23 (+2 eff.) Spell save: +17 (+2 eff.) Mental save: +17 (+1 eff.) Life regen: +0.20 Maximum life: +30.00 Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.1 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 45% for 5 turns. Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. 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. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Airrage the vined mindstar (85% power, 18 apr, mind damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Claw (15% chance level 2). On weapon hit: * 44% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 8 mind / 8 lightning Changes stats: +4 Cun Changes resistances: +9% lightning Physical save: +4 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +14 (+1 eff.) Equilibrium when hit: +1.38 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Beralarosta the Coalfear (83% power, 18 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 83% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Mind Sear (5% chance level 1). When this weapon hits: Psychic Lobotomy (5% chance level 1). Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 13 mind / 6 darkness Changes stats: +7 Mag Changes resistances penetration: +15% darkness Changes damage: +6% mind / +6% darkness Mental save: +12 (+1 eff.) Psi per kill: +4.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Talent on hit(mindpower): Flamespit (5% chance level 1). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomsoul (94% power, 13 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 94% Range: 1.1x Uses stats: 216% Wil, 86% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.7 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 593 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Darkwing the vined mindstar (85% power, 18 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 85% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 light Burst (radius 1) on hit: +8 darkness / +4 light When wielded/worn: Stealth bonus: +10 Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Life leech chance: +11% Life leech: +12% 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. |
Growradiance (87% power, 18 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 nature / 16 acid Life regen: +0.90 Maximum life: +12.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Talent on hit(nature): Mana Clash (5% chance level 1). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Korochak (85% power, 18 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar is wrathful to the hated. Power: 85% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +3% all Talent mastery: +0.10 Wild-gift / Tremor Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic vined mindstar of storms (87% power, 18 apr, mind damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 87% Range: 1.1x Uses stats: 302% Wil, 129% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 9% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +9% lightning Changes damage: +9% lightning Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
Bethybrenor the thorny mindstar (93% power, 24 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 93% Range: 1.1x Uses stats: 345% Wil, 172% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Charged Strike (5% chance level 1). On weapon hit: * 40% chance to cause random gloom When wielded/worn: Changes stats: +1 Str / +1 Mag Changes resistances penetration: +11% mind / +11% darkness Changes damage: +16% mind / +17% darkness Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Purewitch (98% power, 24 apr, mind damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 98% Range: 1.1x Uses stats: 345% Wil, 172% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +11 (+1 eff.) Mental crit. chance: +3% Talent on hit(nature): Poisonous Spores (10% chance level 1). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Writhing Essence of Nightmares (111% power, 20 apr, darkness damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 111% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Darkness Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 40 power out of 40/40) : Effective talent level: 3.4 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 299.13 darkness damage each turn for 7 turns, and has a 76% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Xanasenor the thorny mindstar (97% power, 24 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 345% Wil, 172% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Reclaim (5% chance level 1). Burst (radius 1) on hit: +8 mind When wielded/worn: Changes resistances penetration: +10% mind Physical save: +7 (+0 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Equilibrium when hit: +1.70 Hate per kill: +6.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Talent on hit(mindpower): Distortion Bolt (5% chance level 1). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Xanekira' (96% power, 28 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 345% Wil, 172% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +4 Cun / +1 Mag Talent mastery: +0.10 Wild-gift / Supercell Critical mult.: +11.00% Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eilinunn the Naturezephyr, (108% power, 32 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 388% Wil, 216% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Twilight Surge (5% chance level 1). When wielded/worn: Changes resistances penetration: +5% nature / +5% light Changes damage: +8% acid / +3% nature Equilibrium when hit: +1.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Flamespit (5% chance level 1). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 345% Wil, 172% Str, 86% Cun Damage type: Physical Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+0 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Changes damage: +8% lightning / +8% physical / +8% fire / +8% cold / +8% acid Talent 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 Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Ice Breath (costing 30 power out of 30/30) : Effective talent level: 6.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 10. Any target caught in the area will take 4149.57 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time). The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Harytir the pulsing mindstar (109% power, 38 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 388% Wil, 216% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +38 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Blood Boil (5% chance level 2). When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Armour: +6 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun Changes damage: +21% acid / +6% temporal Critical mult.: +21.00% Maximum life: +40.00 Maximum stamina: +10.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Oozing Heart (115% power, 25 apr, nature slow damage)Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 432% Wil, 172% Cun Damage type: Nature slow Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+2 eff.) Mindpower: +12 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 3.4 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 984.54 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
mitotic pulsing mindstar of flames (105% power, 32 apr, mind damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 105% Range: 1.1x Uses stats: 388% Wil, 216% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +14.5% Attack speed: 100% On weapon hit: * Slows global speed by 17% * 15% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +17% fire Changes resistances penetration: +16% fire Changes damage: +17% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
pulsing mindstar 'Erelyyagrim' (107% power, 32 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 388% Wil, 216% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Damage when hit (Melee): 9 ice Changes stats: +2 Str / +2 Con Changes resistances: +10% cold Changes resistances penetration: +16% cold Changes damage: +17% mind / +10% cold Talent mastery: +0.20 Cunning / Poisons Physical save: +10 (+1 eff.) Mental save: +2 (+0 eff.) Maximum psi: +13.00 Mindpower: +11 (+1 eff.) Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Kydraromidor' (105% power, 32 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 388% Wil, 216% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Shadow Simulacrum (5% chance level 1). When wielded/worn: Damage when hit (Melee): 12 blight / 9 mind / 9 darkness Changes resistances penetration: +5% blight Changes damage: +9% mind / +6% darkness Spell save: +10 (+1 eff.) Maximum mana: +40.00 Spellpower: +6 (+0 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Poxwasp' (105% power, 32 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 388% Wil, 216% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Greater Weapon Focus (5% chance level 2). Damage (Melee): +16 nature When wielded/worn: Accuracy: +12 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str Changes resistances: +7% blight Changes damage: +6% nature / +15% physical Disease immunity: +22% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 518% Wil, 172% Cun Damage type: Dreamforge Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 5.1 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 379.36 mind damage, 574.61 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 37.35 mind and 56.58 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Glittercut the living mindstar (114% power, 44 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural frost should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 19 ice Changes stats: +3 Dex Changes resistances: +20% cold Changes resistances penetration: +20% cold / +14% mind / +15% darkness Changes damage: +9% acid / +20% darkness / +18% cold / +25% mind / +9% light Critical mult.: +6.00% Life regen: +0.60 Equilibrium when hit: +2.50 Mindpower: +22 (+1 eff.) Mental crit. chance: +5% Healing mod.: +15% 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. |
Hudemnir the Lightkarma (115% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44% chance to blind When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 lightning / 9 mind / 10 darkness Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +19% lightning / +3% light / +3% blight Changes resistances penetration: +18% lightning Changes damage: +20% lightning / +8% mind / +10% darkness Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +8 (+0 eff.) Equilibrium when hit: +2.30 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Isydann (114% power, 40 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This harmonious mindstar will complement other natural mindstars. Power: 114% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Drain (5% chance level 1). On weapon hit: * 47% chance to disease Damage (Melee): +20 blight Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 9 mind / 10 darkness Changes resistances: +8% nature Changes resistances penetration: +10% acid / +6% physical / +5% mind / +10% fire / +10% nature / +9% cold Changes damage: +15% acid / +15% physical / +9% darkness / +10% nature / +12% fire / +7% mind / +15% cold Talent masteries: +0.20 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Equilibrium when hit: +2.50 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to inflict 1287.14 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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. |
Lightrip (114% power, 40 apr, mind damage)Requires: Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Power: 114% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn * 20% chance to cause random gloom On weapon crit: * burns latent spell energy Damage (Melee): +8 light When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +20% acid / +6% lightning / +9% light / +6% blight Changes resistances penetration: +20% acid / +15% mind / +14% darkness Changes damage: +18% acid / +9% arcane / +25% mind / +25% darkness Spell save: +9 (+1 eff.) Life regen: +2.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mayegasena the Boltsweeper (115% power, 40 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. This natural frost should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 lightning Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Armour: +9 Damage when hit (Melee): 18 lightning / 10 physical / 9 darkness / 10 acid / 9 fire / 9 cold / 6 mind / 18 ice Changes stats: +8 Wil Changes resistances: +16% lightning / +10% physical / +29% cold / +10% fire / +10% acid Changes resistances penetration: +17% cold Changes damage: +21% lightning / +20% cold / +10% mind / +10% darkness Physical save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Polymina (112% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +8 Cun Changes resistances: +3% arcane Changes damage: +3% arcane Critical mult.: +25.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +10 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. |
Poranne (117% power, 40 apr, nature damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 117% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Nature Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 1). Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 20 physical Changes resistances: +3% temporal / +19% physical Changes resistances penetration: +17% physical Changes damage: +20% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Life regen: +2.00 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +41.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to inflict 1291.31 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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. |
Pyreblack the living mindstar (114% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 114% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +4 Cun / +4 Wil Changes resistances: +20% blight / +10% physical / +18% fire Changes resistances penetration: +15% fire / +6% physical / +5% temporal Changes damage: +20% nature / +10% physical Disease immunity: +50% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +48 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
Xerann the living mindstar (117% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This psionic mindstar dreams of an epiphany. This mindstar absorbs psionic energy that needs to be projected. Power: 117% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +12 arcane When wielded/worn: Changes stats: +2 Wil / +1 Mag Changes resistances: +23% lightning / +6% blight / +22% fire / +22% mind / +20% cold Changes damage: +25% mind Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mental save: +10 (+0 eff.) Life regen: +2.00 Maximum life: +50.00 Maximum psi: +50.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +11% Damage Shield penetration: +20% 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. |
living mindstar 'Hellspain' (113% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes stats: +8 Cun Changes damage: +3% temporal Critical mult.: +25.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Layena' (115% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 115% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Blood Spray (5% chance level 2). On weapon hit: * 20% chance to cause random gloom When wielded/worn: Changes stats: +5 Mag Changes damage: +17% mind Spellpower: +4 (+0 eff.) Mindpower: +16 (+1 eff.) Mental crit. chance: +9% 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. |
living mindstar 'Modralach' (114% power, 40 apr, mind damage)Requires: Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural frost should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 physical Burst (radius 1) on hit: +8 blight When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes stats: +3 Str Changes resistances: +10% blight / +20% cold / +10% nature / +6% temporal Changes resistances penetration: +7% nature / +20% cold Changes damage: +10% acid / +9% physical / +3% blight / +20% cold / +20% nature Talent mastery: +0.20 Wild-gift / Harmony Physical save: +3 (+0 eff.) Disease immunity: +22% Disarm immunity: +5% Equilibrium when hit: +4.40 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Xeromira' (115% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +7 Cun Critical mult.: +23.00% Physical save: +10 (+1 eff.) Spell save: +6 (+1 eff.) Silence immunity: +10% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of sand (115% power, 40 apr, mind damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 432% Wil, 259% Cun Damage type: Mind Mastery: Summon Vines Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 physical Changes resistances: +10% physical Changes resistances penetration: +18% physical Changes damage: +14% physical Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.7 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 101 of target armor and 50% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Storm FuryRequires: - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+1 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+1 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Sulfurmight the quiver of dragonbone arrows (22/113, 198% power, 50 apr)Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 198% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +50 Crit. chance: +3.0% Capacity: 113 Turns elapse between self-loadings: -6 When this weapon hits: Invoke Darkness (5% chance level 4). On weapon hit: * Slows global speed by 20% On weapon crit: * wounds the target for 7 turns: 73 bleeding, 111% reduced healing Damage (Ranged): +12 blight / +30 bleed Arrows are used with bows to pierce your foes to death. |
Flashwar the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Fatigue: -8% Effects on melee hit: * 30% chance to blind Changes stats: +2 Con Changes resistances: +16% mind Changes damage: +16% mind Talent mastery: +0.10 Wild-gift / Tremor A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+1 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Infernostake the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% fire / +3% light / +3% temporal Changes damage: +6% fire Mindpower: +4 (+0 eff.) Talent on hit(nature): Slime Spit (5% chance level 1). A cap made of leather. |
grounding rough leather cap of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master Tarnished by natural acids 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
grounding rough leather cap of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master Tarnished by natural acids 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
Blazebrawn (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +2 Wil / +4 Cun Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Talent on hit(mindpower): Flamespit (5% chance level 1). A cap made of leather. |
Layeda (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Lck / +7 Str Hate when firing a critical mind attack: +1.00 Talent on hit(mindpower): Flamespit (5% chance level 2). A cap made of leather. |
Mucuswrest (9 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +3 Defense: +9 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 darkness Changes stats: +7 Cun Changes resistances penetration: +25% nature Changes damage: +3% nature / +6% darkness Talent on hit(nature): Slime Spit (5% chance level 1). A cap made of leather. |
Toxinjustice (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 nature / 8 light Changes resistances: +11% lightning / +10% temporal Changes resistances penetration: +5% nature / +15% light Talent on hit(nature): Slime Spit (5% chance level 1). A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+0 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.7 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Arann (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Cun / +2 Wil Changes resistances penetration: +5% mind Critical mult.: +10.00% Mental save: +15 (+1 eff.) Psi when hit: +0.12 Mindpower: +10 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 A pointy cloth hat, very wizardly... |
Ivalle (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Str / +10 Wil / +10 Cun Changes resistances penetration: +10% physical Changes damage: +6% physical Mental save: +30 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Stamina each turn: +0.40 Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.4 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 2128 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 27% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+2 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +9% It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Startyphoon (12 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +12 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +2 Dex / +10 Mag / +9 Cun / +10 Con Changes resistances: +9% light Changes damage: +15% temporal / +12% light / +15% physical / +13% arcane / +11% darkness Mental save: +15 (+1 eff.) Stamina each turn: +0.40 Maximum life: +50.00 A pointy cloth hat, very wizardly... |
Crown of Command (3 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.7 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: 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 3 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. |
Mayota the Ichorstun (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 20 nature Changes stats: +4 Cun / +4 Wil Mindpower: +5 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 5.1 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7. The sound wave is so strong, your foes also take 1415.70 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Dragonskull Helm (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When used to imbue an object: Physical power: +12 (+0 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Spellpower: +16 (+1 eff.) Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Maximum life: +80.00 When used to imbue an object: Maximum life: +80.00 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
18 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Healing mod.: +10% When used to imbue an object: Healing mod.: +10% 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. |
5 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. |
548 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. |
SatyrpiercerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +6 Str / +7 Wil Changes resistances penetration: +20% nature Critical mult.: +10.00% Psi when firing a critical mind attack: +3.00 Maximum life: +48.00 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. |
Yariharadan the PrismtreasonInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Wil Talent mastery: +0.10 Wild-gift / Endurance Maximum life: +64.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 A normal brass lantern, enhanced by alchemy to make it brighter. |
Gith the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes stats: +11 Cun / +1 Wil Changes resistances penetration: +12% all Spell save: +12 (+1 eff.) Mental save: +17 (+1 eff.) Maximum vim: +20.00 Mindpower: +24 (+1 eff.) Mental crit. chance: +23% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Taintraze the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Changes stats: +6 Con Changes resistances: +15% blight Changes damage: +3% fire Life regen: +5.80 Talent on hit(mindpower): Mana Clash (5% chance level 2). Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Emelavea'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +1 Cun / +6 Con Changes resistances: +15% blight Physical save: +26 (+2 eff.) Mental save: +12 (+1 eff.) Life regen: +6.30 Spellpower: +18 (+1 eff.) Mindpower: +16 (+1 eff.) Mental crit. chance: +10% Healing mod.: +59% Heals friendly targets nearby when you use a nature summon: +20 Damage Shield penetration: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Wretchrend'Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Defense: +20 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Str / +8 Mag / +3 Con Changes resistances: +11% darkness / +6% nature Changes resistances penetration: +20% arcane Changes damage: +15% light / +6% arcane Damage affinity(heal): +5% light Physical save: +18 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +19 (+1 eff.) Spellpower: +17 (+1 eff.) Healing mod.: +5% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 5.1 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 4, blinding your foes for 8 turns and lighting up your immediate area (radius 8). At level 3 it will also do 246.72 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Spellpower: +12 (+1 eff.) It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 6.8 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 9, doing 306.99 cold damage and 230.02 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 17 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Islilena the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +8 (+0 eff.) Fatigue: -2% Changes stats: +3 Str / +1 Wil / +3 Cun Changes damage: +3% mind Talent mastery: +0.10 Wild-gift / Rain Critical mult.: +16.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Eremydas' (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Fatigue: -8% Changes stats: +10 Str / +9 Wil / +3 Lck Changes resistances: +3% arcane Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Strikepython (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +29 (+2 eff.) Damage when hit (Melee): 4 blight / 8 lightning Changes stats: +18 Cun / +6 Str Changes resistances: +15% nature / +6% lightning Changes damage: +9% nature Spell save: +12 (+1 eff.) Mana when firing critical spell: +3.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Nimbuslord' (dig speed 4 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Physical power: +10 (+0 eff.) Damage when hit (Melee): 16 lightning Changes stats: +6 Cun / +3 Str Changes resistances: +3% lightning / +10% fire / +23% darkness / +6% temporal Changes resistances penetration: +15% lightning Changes damage: +3% lightning Damage affinity(heal): +15% darkness Critical mult.: +19.00% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Swamppain' (dig speed 7 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour Hardiness: +5% Changes stats: +7 Str / +6 Mag / +4 Con Changes resistances: +6% darkness / +1% all Changes damage: +13% mind / +11% fire Mental save: +15 (+1 eff.) Confusion immunity: +10% Pinning immunity: +10% Knockback immunity: +5% Maximum life: +38.00 Maximum mana: +42.00 Maximum stamina: +30.00 Spell crit. chance: +10% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Xiwe' (dig speed 7 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +13 Changes stats: +8 Str / +10 Mag / +3 Wil / +6 Cun Changes resistances: +6% acid Changes damage: +14% fire / +15% mind / +6% arcane Mental save: +15 (+1 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +163.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 6.8 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +122 accuracy and allowing you to attack creatures you cannot see without penalty for the next 7 turns. Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+0 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 5.1 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 134 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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 4539.29 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 4185.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Salath the steel torque of thermal psionic shield [power 59] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Lck / +1 Str Talent mastery: +0.20 Wild-gift / Blaze Critical mult.: +5.00% Psi per kill: +2.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Xanaleth [power 30] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Reduces incoming crit damage: 15.00% Silence immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +10% It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Wildhack [power 42] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 nature Changes damage: +3% fire Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Talent on hit(nature): Slime Spit (5% chance level 1). Talent on hit(mindpower): Distortion Bolt (10% chance level 3). It can be used to teleport randomly (rad 42), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
Chindil [power 52] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent granted: +5 Telekinetic Blast Mana each turn: +0.08 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Talent on hit(spell): Rethread (5% chance level 1). It can be used to teleport randomly (rad 52), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Xanymira the stralite torque of mindblast [power 301] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Dex Talent masteries: +0.10 Wild-gift / Mindstar mastery +0.10 Wild-gift / Thunder Mana each turn: +0.08 Maximum mana: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to fire a blast of psionic energies in a range 24 beam dealing 161.03 to 322.07 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Toxinnight [power 165] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances: +6% arcane Maximum wards: +6 physical / +10 mind / +10 darkness Changes damage: +3% nature Talent granted: +2 Ward Talent on hit(mindpower): Flamespit (5% chance level 2). It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 165 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
elm totem of cure ailments 'Alarakan' [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Con Changes damage: +1% all Talent mastery: +0.20 Wild-gift / Blizzard It can be used to remove up to 1 poisons or diseases from a target within range 24 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Voryrilaith the Naturebreacher [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Changes damage: +6% physical Talent on hit(nature): Mana Clash (5% chance level 1). Talent on hit(nature): Poisonous Spores (5% chance level 1). It can be used to remove up to 2 poisons or diseases from a target within range 24 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of thorny skin 'Coalpain' [power 71] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 darkness Changes stats: +1 Lck / +1 Wil Talents cooldown: Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +5 Rushing Claws +4 Lay Web Reduces incoming crit damage: 15.00% Stealth bonus: +20 It can be used to harden the skin for 7 turns increasing armour by 71 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Lelaledas' [power 77] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws Mana each turn: +0.04 Equilibrium when hit: +0.04 Talent on hit(spell): Blood Grasp (10% chance level 1). It can be used to harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 14 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Fuliradorath [power 96] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% lightning Talent masteries: +0.10 Wild-gift / Rain +0.10 Technique / Combat training Reduces incoming crit damage: 15.00% Spell save: +9 (+1 eff.) It can be used to disarm traps (96 bonus disarm power, based on Magic) along a range 9 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lustrous Orb of the Summoner Lustrous Orb of the SummonerInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: 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, costing 10 power out of 49990/50000. An orb containing the spirit of The Summoner. Its touch invigorates you, reminding you of The Summoner's resplendent aura. |
WINNER!
... However, in the far future, your heads end up dominating your body and you go mad-- But only in the future.
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
You never did find out who or what you really are, but that does not matter now; you have found a new purpose.
... And so, asdghakjdgh, though having sought the heavens and divided the earth, did not feel satisfied with her conquest-- She sought more than that.
asdghakjdgh walks away from High Peak, dissatisfied, in search of more that requires her aid; a wandering avatar of nature, doing all that nature decrees...
However, your story does not yet have closure:
Back in Maj'Eyal, The Summoner is still yet unaware of your whereabouts. You should tell him the good news.
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By asdghakjdgh the Serpent Hydra level 64
31st Regrowth 123rd year of Ascendancy at 00:34 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By asdghakjdgh the Serpent Hydra level 89
35th Pyre 123rd year of Ascendancy at 02:24 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By asdghakjdgh the Serpent Hydra level 82
16th Pyre 123rd year of Ascendancy at 10:40 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By asdghakjdgh the Serpent Hydra level 70
47th Regrowth 123rd year of Ascendancy at 06:29 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By asdghakjdgh the Serpent Hydra level 77
10th Pyre 123rd year of Ascendancy at 22:02 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By asdghakjdgh the Serpent Hydra level 69
43rd Regrowth 123rd year of Ascendancy at 09:17 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By asdghakjdgh the Serpent Hydra level 52
67th Dusk 122nd year of Ascendancy at 20:35 see stats
Clone War (Exploration mode)
Destroyed your own Shade.By asdghakjdgh the Serpent Hydra level 83
18th Pyre 123rd year of Ascendancy at 11:44 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By asdghakjdgh the Serpent Hydra level 11
3rd Dusk 122nd year of Ascendancy at 12:06 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By asdghakjdgh the Serpent Hydra level 90
38th Pyre 123rd year of Ascendancy at 23:55 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By asdghakjdgh the Serpent Hydra level 74
55th Regrowth 123rd year of Ascendancy at 22:05 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By asdghakjdgh the Serpent Hydra level 68
36th Regrowth 123rd year of Ascendancy at 18:12 see stats
Don't mind the slimy smell (Exploration mode)
Have 400 walls on the sludgenest turn into hostile creatures.By asdghakjdgh the Serpent Hydra level 94
65th Pyre 123rd year of Ascendancy at 13:01 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By asdghakjdgh the Serpent Hydra level 37
36th Dusk 122nd year of Ascendancy at 03:12 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By asdghakjdgh the Serpent Hydra level 89
34th Pyre 123rd year of Ascendancy at 13:21 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By asdghakjdgh the Serpent Hydra level 23
16th Dusk 122nd year of Ascendancy at 06:27 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By asdghakjdgh the Serpent Hydra level 38
42nd Dusk 122nd year of Ascendancy at 09:20 see stats
Fast Curse Dispel (Exploration mode)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By asdghakjdgh the Serpent Hydra level 11
3rd Dusk 122nd year of Ascendancy at 12:06 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By asdghakjdgh the Serpent Hydra level 92
39th Pyre 123rd year of Ascendancy at 19:31 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By asdghakjdgh the Serpent Hydra level 94
43rd Pyre 123rd year of Ascendancy at 01:08 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By asdghakjdgh the Serpent Hydra level 74
55th Regrowth 123rd year of Ascendancy at 22:38 see stats
Gem of the Moon (Exploration mode)
Completed the Master Jeweler quest with Limmir.By asdghakjdgh the Serpent Hydra level 79
13rd Pyre 123rd year of Ascendancy at 21:55 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 asdghakjdgh the Serpent Hydra level 43
52nd Dusk 122nd year of Ascendancy at 16:17 see stats
Huge Appetite (Exploration mode)
Ate 20 bosses.By asdghakjdgh the Serpent Hydra level 36
35th Dusk 122nd year of Ascendancy at 12:33 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By asdghakjdgh the Serpent Hydra level 71
47th Regrowth 123rd year of Ascendancy at 06:36 see stats
In the company of slimes (Exploration mode)
Have 500 walls on the sludgenest turn into hostile creatures.By asdghakjdgh the Serpent Hydra level 94
69th Pyre 123rd year of Ascendancy at 14:46 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By asdghakjdgh the Serpent Hydra level 79
12nd Pyre 123rd year of Ascendancy at 10:15 see stats
Level 10 (Exploration mode)
Got a character to level 10.By asdghakjdgh the Serpent Hydra level 10
5th Flare 122nd year of Ascendancy at 09:09 see stats
Level 20 (Exploration mode)
Got a character to level 20.By asdghakjdgh the Serpent Hydra level 20
14th Dusk 122nd year of Ascendancy at 08:10 see stats
Level 30 (Exploration mode)
Got a character to level 30.By asdghakjdgh the Serpent Hydra level 30
24th Dusk 122nd year of Ascendancy at 21:29 see stats
Level 40 (Exploration mode)
Got a character to level 40.By asdghakjdgh the Serpent Hydra level 40
44th Dusk 122nd year of Ascendancy at 19:56 see stats
Level 50 (Exploration mode)
Got a character to level 50.By asdghakjdgh the Serpent Hydra level 50
64th Dusk 122nd year of Ascendancy at 21:08 see stats
Mad slime dash (Exploration mode)
Have 300 walls on the sludgenest turn into hostile creatures.By asdghakjdgh the Serpent Hydra level 62
32nd Haze 122nd year of Ascendancy at 14:26 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By asdghakjdgh the Serpent Hydra level 62
27th Haze 122nd year of Ascendancy at 15:20 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By asdghakjdgh the Serpent Hydra level 93
42nd Pyre 123rd year of Ascendancy at 08:57 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By asdghakjdgh the Serpent Hydra level 70
47th Regrowth 123rd year of Ascendancy at 01:07 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By asdghakjdgh the Serpent Hydra level 87
30th Pyre 123rd year of Ascendancy at 12:19 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By asdghakjdgh the Serpent Hydra level 11
3rd Dusk 122nd year of Ascendancy at 08:22 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By asdghakjdgh the Serpent Hydra level 51
66th Dusk 122nd year of Ascendancy at 19:59 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By asdghakjdgh the Serpent Hydra level 44
55th Dusk 122nd year of Ascendancy at 05:20 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By asdghakjdgh the Serpent Hydra level 30
25th Dusk 122nd year of Ascendancy at 23:26 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By asdghakjdgh the Serpent Hydra level 68
42nd Regrowth 123rd year of Ascendancy at 02:29 see stats
Slime killer party (Exploration mode)
Have 200 walls on the sludgenest turn into hostile creatures.By asdghakjdgh the Serpent Hydra level 62
31st Haze 122nd year of Ascendancy at 06:45 see stats
Slimefest (Exploration mode)
Have 100 walls on the sludgenest turn into hostile creatures.By asdghakjdgh the Serpent Hydra level 62
28th Haze 122nd year of Ascendancy at 21:16 see stats
Tactical master (Exploration mode)
Fought the two Sorcerers without closing any invocation portals.By asdghakjdgh the Serpent Hydra level 98
6th Mirth 123rd year of Ascendancy at 03:01 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By asdghakjdgh the Serpent Hydra level 93
42nd Pyre 123rd year of Ascendancy at 07:51 see stats
The Sun Still Shines (Exploration mode)
Aeryn survived the last battle.By asdghakjdgh the Serpent Hydra level 99
6th Mirth 123rd year of Ascendancy at 03:02 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By asdghakjdgh the Serpent Hydra level 60
4th Haze 122nd year of Ascendancy at 05:49 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By asdghakjdgh the Serpent Hydra level 9
3rd Summertide 122nd year of Ascendancy at 09:22 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By asdghakjdgh the Serpent Hydra level 75
56th Regrowth 123rd year of Ascendancy at 07:00 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By asdghakjdgh the Serpent Hydra level 23
16th Dusk 122nd year of Ascendancy at 03:12 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By asdghakjdgh the Serpent Hydra level 15
6th Dusk 122nd year of Ascendancy at 02:35 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By asdghakjdgh the Serpent Hydra level 60
5th Haze 122nd year of Ascendancy at 02:00 see stats
Log
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
Asdghakjdgh's mind surges with critical power!
asdghakjdgh receives 2926 healing from Soothing Shell.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Asdghakjdgh deactivates Voracious Feast.
Asdghakjdgh deactivates Soothing Shell.
Asdghakjdgh deactivates Summon Vines.
Asdghakjdgh deactivates Ceaseless Blood.





































































































































