
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: QuickTome: Arena Skip 1.3.1 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Protos race 0.1 1.2.5Protos race. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Multi-Class Challenge 1.3.1Allows 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. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. 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. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum 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. Improved Auto-explore and Rest 1.3.1Quality 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Steamtech UI 1.1.4 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Weird Wyrmic 1.2.5My own take at wyrmics. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Orb of Communication 1.3.1 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Items Vault 1.3.0Donators/Buyers bonus! Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | DarkTemplar |
Class | None |
Level / Exp | 87 / 83% |
Size | big |
Lifes / Deaths | Killed by Bethita the snow giant at level 87 on the 3rd Summertide 122nd year of Ascendancy at 04:47 / 1 |
Primary Stats
Strength | 122 (base 90) |
Dexterity | 121 (base 67) |
Constitution | 142 (base 90) |
Magic | 125 (base 90) |
Willpower | 144.232 (base 90) |
Cunning | 153.116 (base 90) |
Resources
Equilibrium | 18 |
Mana | 768/972 |
Negative | 0/298 |
Psi_feedback | 180/180 |
Life | -11150/2372 |
Positive | 0/278 |
Stamina | 442/442 |
Psi | 0/917 |
Healing Factor | 1.15 |
Regeneration | 68.196927593331 |
Speed
Mental | +124.50987351952% |
Attack | 0% |
Movement | +200.76183253735% |
Spell | +19.55973466963% |
Global | +174.22323639964% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 15 |
See Invisible | 6 |
Offense: Mainhand
Damage | 432 |
Accuracy | 67 |
Crit Chance | 191% |
APR | 204 |
Speed | 0.45 |
Offense: Offhand
Damage | 465 |
Accuracy | 67 |
Crit Chance | 191% |
APR | 204 |
Speed | 0.45 |
Offense: Spell
Spellpower | 112.97757556502 |
Crit Chance | 100% |
Speed | 0.83640198998703 |
Offense: Mind
Mindpower | 103.8908 |
Crit Chance | 93% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 51 (89.943037974684%) |
Defense | 29.578917697269 |
Ranged Defense | 55.248298385214 |
Fatigue | 0 |
Physical Save | 59.648933333333 |
Spell Save | 59.648933333333 |
Mental Save | 59.648933333333 |
Defense: Resistances
All | -90%( 70%) |
Defense: Immunities
Stun Resistance | 67% |
Bleed Resistance | 100% |
Confusion Resistance | 97% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 407 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 635 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 2.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Absorption | 2.00 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 2.20 |
| 8/5 |
| 5/5 |
| 8/5 |
| 8/5 |
Technique / Combat veteran | 1.20 |
| 8/5 |
| 8/5 |
| 7/5 |
| 7/5 |
Celestial / Combat | 2.00 |
| 8/5 |
| 1/5 |
| 8/5 |
| 8/5 |
Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Corrosive blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 2.20 |
| 8/5 |
| 5/5 |
| 7/5 |
| 5/5 |
Spell / Enhancement | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 2.00 |
| 7/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Magical combat | 2.20 |
| 8/5 |
| 8/5 |
| 7/5 |
| 8/5 |
Spell / Phantasm | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 2.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 2.20 |
| 1/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 2.00 |
| 8/5 |
| 1/5 |
| 5/5 |
| 6/5 |
Cunning / Tactical | 2.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 2.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 2.30 |
| 8/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cunning / Scoundrel | 2.00 |
| 8/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Psionic / Feedback | 2.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Gestures | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Dark sustenance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Psiblades |
talent | Lacerating Strikes |
talent | Precision |
talent | Inner Power |
talent | Weapon of Light |
talent | Feather Wind |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Total Thuggery |
talent | Thermal Shield |
talent | Crystalline Focus |
talent | Weapon of Wrath |
talent | Kinetic Shield |
talent | Daunting Presence |
talent | Thunderstorm |
talent | Corona |
talent | Skate |
talent | Momentum |
talent | Gloom |
talent | Fiery Hands |
talent | Slow Motion |
beneficial effect | The thrill of combat improves the target's maximum life by 15%, life regeneration by 34.75, and stamina regeneration by 6.95. Bloodbath |
detrimental effect | The target burns with darkness, taking 153.09 damage each turn until it dies or runs away. Only Ashes Left |
detrimental effect | On death will restore to the source up to 1 times the vim's worth. Bleak Outcome |
detrimental effect | The target is in despair, reducing all damage reduction by 112%. Despair |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+16). Continuum Destabilization |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+34% global speed). Clarity |
beneficial effect | The target is recovering 98 life each turn. Recovery |
detrimental effect | The target is in a state of growing fear. If they spend 3 more turns within range 19 and in sight of the source of this fear (Mayumina the cave bear), they will be subjected to a new fear. Heighten Fear |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 457, defense by 153 and looses all evasion bonus from being unseen. Illumination |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
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 |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost warrior from death by Eilinywe the large brown snake. Escort: lost warrior (level 1 of Old Forest) | failed |
Escort the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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's current energy level is: 2. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed length of troll intestine. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
Equipment
Psionic focus | Betylle the Brandvengeance (148% power, 6 apr, physical damage) Betylle the Brandvengeance (148% power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 148% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour: +20 Armour Hardiness: +12% Defense: +8 (+0 eff.) Damage when hit (Melee): 8 temporal Maximum wards: +3 fire Changes resistances penetration: +15% fire / +10% temporal Changes damage: +39% fire Talents granted: +2 Ward +1 Command Staff Physical save: +12 (+0 eff.) Spellpower: +18 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 7 power out of 24/24) : Effective talent level: 2.0 Power cost: 7 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 540.92 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. Press to compare |
Light source | Eilinelaith EilinelaithPowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 fire Changes stats: +4 Wil Changes resistances: +9% temporal / +5% fire Changes damage: +6% acid Critical mult.: +10.00% Maximum life: +44.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | drakeskin leather cap 'Porana' (0 def, 5 armour) drakeskin leather cap 'Porana' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +4 Dex / +3 Cun / +10 Con / +17 Lck Changes resistances: +3% blight Changes damage: +24% blight Spell crit. chance: +6% Mental crit. chance: +6% A cap made of leather. Press to compare |
On feet | Raventorrent the pair of dwarven-steel boots (0 def, 4 armour) Raventorrent the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 16 darkness Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +10% darkness Life regen: +0.20 Stamina each turn: +0.50 Maximum stamina: +13.00 Spellpower: +5 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.6 Power cost: 5 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Tool | Cyriyamira the dragonbone totem of thorny skin [power 111] (9 cooldown) Cyriyamira the dragonbone totem of thorny skin [power 111] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +1 Str Spell save: +9 (+0 eff.) Stamina each turn: +0.20 Maximum stamina: +10.00 It can be used to harden the skin for 7 turns increasing armour by 111 and armour hardiness by 70%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
On fingers | gold ring 'Brodiregorak' gold ring 'Brodiregorak'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom * 20% chance to gain 10% of a turn Damage (Melee): 13 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +4 Cun / +1 Con Changes resistances: +26% fire Changes resistances penetration: +15% arcane Changes damage: +13% fire Spell save: +13 (+0 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +21.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 6 cooldown : Effective talent level: 4.8 Power cost: 6 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 168% weapon damage. If the attack hits, the target will bleed for 317% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings can have magical properties. Press to compare |
On fingers | stralite ring 'Scorpionstreaker' stralite ring 'Scorpionstreaker'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +9 (+1 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 15% Changes stats: +8 Cun / +8 Dex Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Maximum encumbrance: +34 Spellpower: +9 (+1 eff.) Mindpower: +10 (+1 eff.) Healing mod.: +15% Rings can have magical properties. Press to compare |
Around neck | voratun amulet 'Betath' voratun amulet 'Betath'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +3 Physical power: +2 (+0 eff.) Defense: +14 (+0 eff.) Fatigue: -7% Changes stats: +6 Dex / +7 Cun / +10 Con / +18 Lck Changes resistances: +26% fire / +24% cold Changes damage: +9% blight Critical mult.: +3.00% Life regen: +1.20 Stamina each turn: +1.50 Maximum stamina: +15.00 Movement speed: +10% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. Press to compare |
In main hand | Kindlewrither (115% power, 107 apr, nature damage) Kindlewrither (115% power, 107 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural venom should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 148% Wil, 50% Mag, 71% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +107 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +8 blight When wielded/worn: Damage when hit (Melee): 12 acid / 8 blight Changes resistances: +17% acid Changes resistances penetration: +13% acid Changes damage: +25% mind / +19% acid Life regen: +1.60 Vim when firing critical spell: +4.00 Psi when firing a critical mind attack: +0.00 Mindpower: +47 (+7 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. Press to compare |
Around waist | Bethisebeth the drakeskin leather belt Bethisebeth the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Mag Changes resistances: +9% acid / +8% fire / +9% lightning / +9% cold Changes damage: +6% acid Reduced damage from: +39% Summoned Spell save: +13 (+0 eff.) See invisible: +6 Size category: +1 A belt that goes around your waist. Press to compare |
In off hand | Nexus of the Way (124% power, 107 apr, mind damage) Nexus of the Way (124% power, 107 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 172% Wil, 50% Mag, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +107 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun / +14 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +42 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Wayist (costing 18 power out of 60/60) : Effective talent level: 1.0 Power cost: 18 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. Press to compare |
Cloak | thick elven-silk cloak (3 def, 10 armour) thick elven-silk cloak (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+0 eff.) Changes resistances: +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Radiancebrace the drakeskin leather armour (14 def, 8 armour) Radiancebrace the drakeskin leather armour (14 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +34 Physical crit. chance: +6.0% Armour: +8 Defense: +14 (+0 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 9 acid Damage (Ranged): 8 acid Damage when hit (Melee): 8 light Changes resistances: +26% acid / +25% fire / +23% nature / +9% temporal Changes resistances penetration: +10% temporal Changes damage: +6% light / +3% temporal Stamina each turn: +1.20 Chance to avoid any damage: +12% It can be used to activate talent Second Wind, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. Press to compare |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Bloomkarma BloomkarmaInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Con Changes resistances: +13% mind / +3% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +10 (+0 eff.) Confusion immunity: +34% Life regen: +1.10 Maximum life: +30.00 See invisible: +9 Amulets can have magical properties. Press to compare |
Harogokhad the voratun amulet Harogokhad the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +15 (+0 eff.) Changes stats: +2 Mag / +3 Wil / +6 Cun / +11 Lck Changes resistances: +9% blight Talent mastery: +0.36 Technique / Dual techniques Reduce all damage from unseen attackers: 17% Amulets can have magical properties. Press to compare |
Hathufang HathufangInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 temporal Changes stats: +8 Dex / +3 Wil / +8 Cun / +10 Con Changes resistances: +26% fire / +22% cold Talent masteries: +0.33 Spell / Phantasm +0.33 Celestial / Combat Mental save: +15 (+3 eff.) Life regen: +1.00 Stamina each turn: +1.10 Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Movement speed: +10% Amulets can have magical properties. Press to compare |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. Press to compare |
Zubann ZubannPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +6 Changes stats: +3 Str / +5 Mag / +3 Cun Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 (+2 eff.) Mindpower: +5 (+0 eff.) Rings can have magical properties. Press to compare |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings can have magical properties. Press to compare |
Eye of Summer (94% power, 18 apr, fire damage) Eye of Summer (94% power, 18 apr, fire damage)Requires: - Willpower 18 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. Power: 94% Range: 1.1x Uses stats: 64% Wil, 50% Mag, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+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. Press to compare |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 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. Power: 94% Range: 1.1x Uses stats: 64% Wil, 50% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical 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 Mindpower: +8 (+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. Press to compare |
Undeathburst (115% power, 40 apr, nature damage) Undeathburst (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] 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: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Damage when hit (Melee): 8 mind / 7 darkness Changes stats: +3 Dex / +1 Mag Changes damage: +24% mind / +6% darkness Mental save: +7 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Psi when firing a critical mind attack: +0.00 Maximum psi: +39.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +9% Infravision radius: +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. Press to compare |
blooming pulsing mindstar of flames (108% power, 32 apr, nature damage) blooming pulsing mindstar of flames (108% power, 32 apr, nature damage)Requires: - Willpower 35 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: 108% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +10% fire Changes resistances penetration: +12% fire Changes damage: +4% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +3% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +27 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
epiphanous pulsing mindstar (105% power, 32 apr, mind damage) epiphanous pulsing mindstar (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 105% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +17% mind Mindpower: +13 (+2 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. Press to compare |
gifted vined mindstar of the jelly (87% power, 18 apr, nature damage) gifted vined mindstar of the jelly (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 64% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +4% acid Equilibrium when hit: +0.90 Mindpower: +8 (+1 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. Press to compare |
honing living mindstar of frost (114% power, 40 apr, mind damage) honing living mindstar of frost (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 114% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 13 ice Changes stats: +3 Cun / +3 Wil Changes resistances: +7% physical / +4% cold Changes resistances penetration: +6% physical / +8% cold Changes damage: +10% physical / +14% cold Psi when firing a critical mind attack: +0.00 Maximum hate: +0.00 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. Press to compare |
mossy mindstar (75% power, 12 apr, mind damage) mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +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. Press to compare |
mossy mindstar (75% power, 12 apr, mind damage) mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +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. Press to compare |
pulsing mindstar 'Saladanor' (104% power, 32 apr, nature damage) pulsing mindstar 'Saladanor' (104% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 104% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 blight / +4 temporal When wielded/worn: Damage when hit (Melee): 6 mind / 11 fire / 9 darkness / 8 temporal Changes stats: +5 Cun Changes resistances: +11% fire Changes resistances penetration: +9% fire Changes damage: +3% blight / +16% fire / +3% mind / +4% darkness Critical mult.: +12.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +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. Press to compare |
vined mindstar 'Aerethra' (83% power, 18 apr, mind damage) vined mindstar 'Aerethra' (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 83% Range: 1.1x Uses stats: 64% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes stats: +3 Cun Changes resistances penetration: +5% acid Changes damage: +3% mind / +2% darkness Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +7 (+1 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. Press to compare |
shimmering dragonbone vilestaff (136% power, 6 apr, physical damage) shimmering dragonbone vilestaff (136% power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +69.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
cashmere cloak 'Beramas' (7 def, 0 armour) cashmere cloak 'Beramas' (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+0 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +13% darkness / +3% light Changes resistances penetration: +8% darkness Changes damage: +13% darkness Stealth bonus: +9 Physical save: +13 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+0 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. Press to compare |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. Press to compare |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 15 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
Toxinward the pair of drakeskin leather boots (0 def, 5 armour) Toxinward the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +9 Str / +12 Con Changes resistances: +9% nature Changes resistances penetration: +5% acid / +20% nature Changes damage: +9% physical Life regen: +5.50 Healing mod.: +27% Size category: +1 It can be used to activate talent Rush, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Cuthytar (0 def, 3 armour) Cuthytar (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 mind Changes stats: +4 Con Changes resistances: +6% acid / +2% physical / +9% nature Physical save: +30 (+0 eff.) Spell save: +19 (+0 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +50% Knockback immunity: +5% Life regen: +8.00 Stamina each turn: +3.00 Psi each turn: +0.32 Maximum stamina: +33.00 When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +27 physical It can be used to activate talent Juggernaut, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Gunaroddalach the Glitterminister (0 def, 3 armour) Gunaroddalach the Glitterminister (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +3 Damage (Melee): 6 acid / 15 light / 5 fire / 10 lightning / 8 cold Changes stats: +3 Str / +5 Mag / +4 Wil / +5 Con Changes resistances: +14% light Changes damage: +8% light Physical save: +27 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +48% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 10% chance to blind Damage (Melee): +17 ice / +25 physical / +29 acid / +27 fire / +21 lightning Burst (radius 2) on crit: +8 light It can be used to activate talent Juggernaut, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 96% Range: 1.4x Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+0 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 9 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." Press to compare |
Poreyata (0 def, 5 armour) Poreyata (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +5 Fatigue: -3% Changes stats: +18 Str / +8 Dex / +4 Con Reduces incoming crit damage: 15.00% Physical save: +25 (+0 eff.) Only die when reaching: -20.00 life Skullcracker multiplicator: +3 A cap made of leather. Press to compare |
clarifying linen wizard hat of fire (+16%) (1 def, 0 armour) clarifying linen wizard hat of fire (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +16% fire Changes damage: +11% fire Mental save: +6 (+1 eff.) A pointy cloth hat, very wizardly... Press to compare |
spiked steel mail armour of resilience (2 def, 6 armour) spiked steel mail armour of resilience (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 10 physical Maximum life: +22.00 A suit of armour made of mail. Press to compare |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Press to compare |
rejuvenating drakeskin leather armour (5 def, 8 armour) rejuvenating drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Life regen: +2.40 Stamina each turn: +2.20 A suit of armour made of leather. Press to compare |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. Press to compare |
5 hematite 5 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
398 alchemist agate 398 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
Ivowen the dwarven-steel pickaxe (dig speed 6 turns) Ivowen the dwarven-steel pickaxe (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+0 eff.) Changes stats: +2 Str / +1 Dex Changes resistances: +7% darkness / +6% fire / +6% light / +5% physical Infravision radius: +3 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 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.) Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. Press to compare |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
Orb of Communication 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (6/6) Rod of Recall (6/6)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 59 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
iron torque of thermal psionic shield [power 25] (6 cooldown) iron torque of thermal psionic shield [power 25] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
ash totem of cure ailments 'Cyrytta' [power 2] (3 cooldown) ash totem of cure ailments 'Cyrytta' [power 2] (3 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun Grants telepathy: Demon/Minor Demon/Major It can be used to remove up to 2 poisons or diseases from a target within range 11 (Willpower), putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Gru the DarkTemplar None level 42
2nd Mirth 122nd year of Ascendancy at 05:51 see stats
By Gru the DarkTemplar None level 87
6th Mirth 122nd year of Ascendancy at 05:06 see stats
By Gru the DarkTemplar None level 10
75th Pyre 122nd year of Ascendancy at 07:20 see stats
By Gru the DarkTemplar None level 20
75th Pyre 122nd year of Ascendancy at 20:25 see stats
By Gru the DarkTemplar None level 30
76th Pyre 122nd year of Ascendancy at 03:13 see stats
By Gru the DarkTemplar None level 40
2nd Mirth 122nd year of Ascendancy at 04:49 see stats
By Gru the DarkTemplar None level 50
2nd Mirth 122nd year of Ascendancy at 11:09 see stats
By Gru the DarkTemplar None level 46
2nd Mirth 122nd year of Ascendancy at 10:52 see stats
By Gru the DarkTemplar None level 31
1st Mirth 122nd year of Ascendancy at 09:15 see stats
By Gru the DarkTemplar None level 30
79th Pyre 122nd year of Ascendancy at 09:44 see stats
By Gru the DarkTemplar None level 66
5th Mirth 122nd year of Ascendancy at 16:45 see stats
By Gru the DarkTemplar None level 46
2nd Mirth 122nd year of Ascendancy at 10:47 see stats
Log
Gru deactivates Lacerating Strikes.
Gru deactivates Beyond the Flesh.
Gru deactivates Daunting Presence.
Gru deactivates Corona.
Gru deactivates Kinetic Shield.
Gru deactivates Precision.
Gru deactivates Skate.
Gru deactivates Thunderstorm.
The furious lightning storm around Gru calms down and disappears.
Gru deactivates Total Thuggery.
Gru deactivates Gloom.
Gru rearms.
Gru deactivates Shadow Feed.
Gru deactivates Psiblades.
Gru deactivates Arcane Feed.
Gru has finished recovering.
Gru deactivates Shock Hands.
Gru deactivates Feather Wind.
Gru deactivates Thermal Shield.
Gru deactivates Momentum.
Gru deactivates Slow Motion.
Gru deactivates Fiery Hands.
Gru deactivates Shadow Combat.
Gru deactivates Crystalline Focus.
Gru deactivates Inner Power.
Gru no longer revels in blood quite so much.
Gru deactivates Weapon of Light.
Gru deactivates Arcane Combat.
Gru stops burning.
Gru deactivates Weapon of Wrath.