Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Infinite500 v2.5h: Revised high level play for ToME 1.4.8Version 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. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Ashes of Urh'Rok 1.4.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.4.8Donators/Buyers bonus! Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Chaotic |
| Class | Doomed |
| Level / Exp | 100 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by brown bear at level 3 on the 75th Pyre 122nd year of Ascendancy at 11:48 3 / 4Killed by giant venus flytrap at level 9 on the 79th Pyre 122nd year of Ascendancy at 18:49 Killed by Islerin the rogue at level 36 on the 11st Dusk 122nd year of Ascendancy at 07:59 Killed by Nerath the bandit at level 37 on the 11st Dusk 122nd year of Ascendancy at 13:23 |
Primary Stats
| Strength | 35.997161168749 (base 10) |
| Dexterity | 21.994322337498 (base 10) |
| Constitution | 52.454858072867 (base 80) |
| Magic | 50.997161168749 (base 29) |
| Willpower | 141.9943223375 (base 110) |
| Cunning | 137.9943223375 (base 110) |
Resources
| Mana | 1151/1185 |
| Psi_feedback | 16/100 |
| Life | 2908/3002 |
| Paradox | 300 |
| Hate | 80/81 |
| Psi | 270/276 |
| Vim | 476/476 |
| Equilibrium | 0 |
| Positive | 335/337 |
| Stamina | 640/657 |
| Negative | 307/317 |
| Healing Factor | 1.631 |
| Regeneration | 12.64025 |
Speed
| Mental | +10% |
| Attack | +10% |
| Movement | +2% |
| Spell | +10% |
| Global | +107% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 16 |
| See Stealth | 11.062300037775 |
| See Invisible | 41.056622375274 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 48 |
| Crit Chance | 58% |
| APR | 66 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 48 |
| Crit Chance | 58% |
| APR | 66 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 57% |
| Speed | 0.90909090909091 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 88% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| All | +25% |
Offense: Damage Penetration
| All | +11% |
Defense: Base
| Armour (hardiness) | 52 (49.756097560976%) |
| Defense | 26 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 44 |
| Mental Save | 78 |
Defense: Resistances
| All | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 12% |
| Bleed Resistance | 60% |
| Confusion Resistance | 98% |
| Fear Resistance | 67% |
| Stun Resistance | 67% |
| Poison Resistance | 0% |
| Knockback Resistance | 67% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 368 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 708 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 321 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 10/5 |
| 10/5 |
| 10/5 |
| 2/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Cursed / Punishments | 1.30 |
| 8/5 |
| 8/5 |
| 7/5 |
| 9/5 |
| Cursed / Force of will | 1.50 |
| 8/5 |
| 10/5 |
| 8/5 |
| 10/5 |
| Cursed / One with shadows | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 9/5 |
| 10/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 10/5 |
| 10/5 |
| 6/5 |
| 6/5 |
| Cursed / Gestures | 1.30 |
| 6/5 |
| 1/5 |
| 9/5 |
| 9/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 4/5 |
| 6/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Dark Ritual |
| talent | Lacerating Strikes |
| talent | Shock Hands |
| talent | Call Shadows |
| talent | Beyond the Flesh |
| talent | Mental Tyranny |
| talent | Probability Travel |
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Hymn of Moonlight |
| talent | Gesture of Pain |
| talent | Thermal Aura |
| talent | Shadow Decoy |
| talent | Deflection |
| talent | Corona |
| talent | Slow Motion |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 9.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +36 Darkness Resistance, +16% Max Darkness Resistance, +20 See Invisible Power 2+: -1 Luck, +17 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 40% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 40% for 3 turns. |
| beneficial effect | Acid damage increased by 4%. Corrosive Nature |
| beneficial effect | Guarding against melee damage: Will dismiss up to 171 damage from the next 2.8 attack(s) with a 15% chance to counterattack. Guarded |
| beneficial effect | Nature damage increased by 2%. Natural Acid |
| beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| detrimental effect | Huge cut that bleeds, doing 72.54 physical damage per turn. Bleeding |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Increases attack, spell, and mind speed by 10%. 2 Time Dilation |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +12 Defense, +6 Ranged Defense Power 2+: -1 Luck, +11 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+47% chance to avoid traps). Power 4+: Unfortunate End: There is a 35% chance that the damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 25%. Strength and Willpower are increased by 12. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The target is infected by a disease, reducing its constitution by 46 and doing 66.45 blight damage per turn. Rotting Disease |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+40% resist all). Shroud of Passing |
| 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 tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 Possessed. | 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. | 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. | active |
Equipment
| Psionic focus | stralite greatmaul 'Layalrama' (Corpses) (55-82.5 power, 3 apr) stralite greatmaul 'Layalrama' (Corpses) (55-82.5 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 Base power: 55.0 - 82.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +54 insidious poison / +24 mind / +23 darkness Burst (radius 2) on crit: +20 fire Damage against: +21% Living When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Changes resistances: +4% physical Changes resistances penetration: +13% fire Critical mult.: +35.00% Maximum life: +10.00 Global speed: +7% Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
| On hands | Crystle's Astral Bindings (Shrouds) (0 def, 0 armour) Crystle's Astral Bindings (Shrouds) (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 20% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 167% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Shrouds Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Light source | alchemist's lamp 'Glosema' (Corpses) alchemist's lamp 'Glosema' (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Fatigue: -10% Damage when hit (Melee): 21 fire Changes stats: +1 Str Changes resistances: +10% blight / +8% fire / +11% darkness / +10% light Changes resistances penetration: +25% physical / +11% all Changes damage: +10% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Mental save: +8 (+2 eff.) Maximum stamina: +10.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Mindpower: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +5 Infravision radius: +9 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 371.78 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Poritha the dwarven-steel helm (Shrouds) (4 def, 8 armour) Poritha the dwarven-steel helm (Shrouds) (4 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +8 Defense: +4 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +6% temporal / +18% light / +3% blight / +9% fire / +6% nature / +14% darkness Physical save: +12 (+4 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.50 Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 203.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Stormtrencher (Madness) (3 def, 3 armour) Stormtrencher (Madness) (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes resistances penetration: +20% lightning / +7% physical / +5% arcane Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Alolin the Galekiller (Corpses) [power 33] (26 cooldown) Alolin the Galekiller (Corpses) [power 33] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +12 (+4 eff.) Changes stats: +1 Str Changes resistances: +6% lightning Only die when reaching: -40.00 life Curse of Corpses It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 33 for 7 turns, putting all charms on cooldown for 26 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Gleamfist the copper ring (Shrouds) Gleamfist the copper ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Mag / +6 Wil / +1 Cun Changes resistances penetration: +15% light Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.04 Spellpower: +13 (+3 eff.) Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds Rings can have magical properties. |
| On fingers | Salutta (Misfortune) Salutta (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 12% chance to blind Changes stats: +3 Cun Mental save: +22 (+5 eff.) Confusion immunity: +23% Heals friendly targets nearby when you use a nature summon: +30 Curse of Misfortune Rings can have magical properties. |
| Around neck | Herin (Nightmares) Herin (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage (Melee): 9 light / 11 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 8% chance to blind Changes stats: +2 Str / +4 Mag / +4 Wil Changes resistances: +3% light Changes damage: +11% light / +10% darkness Critical mult.: +9.00% Physical save: +3 (+1 eff.) Mental save: +11 (+3 eff.) Cut immunity: +60% Confusion immunity: +17% Life regen: +3.20 Stamina each turn: +0.40 Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Mindpower: +10 (+2 eff.) Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 523 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | pulsing mindstar 'Fograptor' (Shrouds) (13-14.3 power, 32 apr, nature damage) pulsing mindstar 'Fograptor' (Shrouds) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 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 is wrathful to the hated. This natural frost should be returned to the wyrm. The set is complete. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 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 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour: +21 Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 14 ice / 8 acid Changes resistances: +7% blight / +16% cold / +3% darkness / +6% acid Changes resistances penetration: +16% cold Changes damage: +12% cold / +7% nature / +12% darkness Mental save: +4 (+1 eff.) Disease immunity: +16% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +8.00 Maximum psi: +35.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +13% Curse of Shrouds 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. |
| Around waist | Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Mosarain (Shrouds) (12.5-13.75 power, 32 apr, nature damage) Mosarain (Shrouds) (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 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 hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This natural venom should be returned to the wyrm. The set is complete. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 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% On weapon hit: * 40% chance to gain 10% of a turn * 40% chance to corrode armour When wielded/worn: Armour: +12 Damage when hit (Melee): 10 acid / 4 mind Changes stats: +6 Cun Changes resistances: +15% acid / +6% nature Changes resistances penetration: +11% acid / +13% mind / +11% darkness / +7% nature Changes damage: +14% acid / +9% temporal / +20% darkness / +6% nature / +16% mind Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +17.00% Physical save: +5 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +19 (+4 eff.) Life regen: +1.40 Equilibrium when hit: +3.70 Maximum psi: +20.00 Mindpower: +22 (+5 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Urodur (Misfortune) (2 def, 8 armour) Urodur (Misfortune) (2 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Changes stats: +1 Dex / +3 Cun / +1 Con Changes resistances: +16% blight / +18% cold / +16% nature / +19% darkness Changes resistances penetration: +10% darkness Changes damage: +13% darkness / +12% arcane Reduces incoming crit damage: 5.00% Stealth bonus: +14 Physical save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Life regen: +2.10 Only die when reaching: -50.00 life Maximum life: +48.00 Light radius: +3 Infravision radius: +1 Healing mod.: +21% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe 'Turikhad' (Shrouds) (3 def, 0 armour) silk robe 'Turikhad' (Shrouds) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +2 Wil / +4 Mag Changes resistances: +22% darkness Changes resistances penetration: +13% physical / +14% mind / +13% darkness Changes damage: +11% physical / +31% darkness / +17% mind Mental save: +23 (+5 eff.) Mana each turn: +0.28 Psi each turn: +0.82 Maximum mana: +69.00 Maximum hate: +13.00 Maximum psi: +34.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +12% Mindpower: +23 (+5 eff.) Mental crit. chance: +12% Light radius: +3 Infravision radius: +3 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Dairolar (Misfortune) Dairolar (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +7 Defense: +12 (+8 eff.) Fatigue: -19% Effects on melee hit: * 43% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +18 Dex / +29 Cun / +20 Con Changes resistances: +5% arcane / +9% temporal Changes resistances cap: +7% all Changes resistances penetration: +5% arcane / +5% temporal Changes damage: +3% blight Talent masteries: +0.39 Cursed / Darkness +0.39 Cursed / Force of will Critical mult.: +16.00% Physical save: +25 (+8 eff.) Blindness immunity: +40% Life regen: +2.00 Stamina each turn: +2.50 Infravision radius: +9 Sight radius: +2 See invisible: +14 Movement speed: +20% Curse of Misfortune Amulets can have magical properties. |
Demonwreath the gold ring (Misfortune) Demonwreath the gold ring (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Physical power: +10 (+3 eff.) Defense: +24 (+15 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +4 Mag / +14 Wil / +21 Cun Changes resistances: +22% acid / +22% lightning / +11% blight / +20% cold / +52% nature / +22% fire Changes resistances penetration: +10% nature / +15% darkness Changes damage: +22% nature / +3% darkness / +3% arcane Poison immunity: +18% Disease immunity: +22% Life regen: +1.20 Mana when firing critical spell: +1.00 Maximum life: +72.00 Maximum mana: +40.00 Maximum vim: +10.00 Spellpower: +11 (+3 eff.) Mindpower: +32 (+7 eff.) Healing mod.: +22% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Morningbringer the voratun ring (Shrouds) Morningbringer the voratun ring (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 40% chance to cause random gloom * 58% chance to blind Damage (Melee): 48 bleed Effects on ranged hit: * 38% chance to cause random gloom * 66% chance to blind Damage (Ranged): 50 bleed Changes stats: +3 Dex / +23 Mag / +23 Wil / +20 Cun / +2 Con Changes resistances: +30% light Changes resistances penetration: +10% blight Changes damage: +24% light / +6% blight Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Hate when firing a critical mind attack: +6.00 Maximum hate: +30.00 Spellpower: +60 (+15 eff.) Spell crit. chance: +2% Mindpower: +15 (+3 eff.) Infravision radius: +2 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Nimbusoozer the stralite ring (Misfortune) Nimbusoozer the stralite ring (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +51 (+17 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +8 Str / +17 Mag / +9 Wil / +7 Cun / +9 Con Changes resistances: +36% light / +9% lightning Changes resistances penetration: +5% acid Changes damage: +6% acid / +18% light / +8% all Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Spellpower: +65 (+16 eff.) Mindpower: +43 (+9 eff.) Light radius: +2 Curse of Misfortune Rings can have magical properties. |
copper ring of arcana(+0.10/turn) (Madness) copper ring of arcana(+0.10/turn) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +23% Mana each turn: +0.10 Curse of Madness Rings can have magical properties. |
steel battleaxe 'Chargeshaper' (Madness) (20-30 power, 2 apr) steel battleaxe 'Chargeshaper' (Madness) (20-30 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 32% chance to inflict damage reduction * 74% chance to disease * 28% chance to cause random gloom * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +16 acid / +16 blight / +42 cold / +19 mind Burst (radius 1) on hit: +8 blight When wielded/worn: Armour penetration: +13 Physical crit. chance: +39.0% Physical power: +13 (+4 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +3% blight Changes resistances penetration: +15% lightning / +13% mind / +13% darkness Changes damage: +6% blight / +9% mind / +6% lightning Critical mult.: +20.00% Disease immunity: +28% Equilibrium when hit: +0.04 Psi when hit: +0.12 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +10 Curse of Madness Massive two-handed battleaxes. |
Tuluchak the iron greatmaul (Corpses) (15.5-23.25 power, 1 apr) Tuluchak the iron greatmaul (Corpses) (15.5-23.25 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armour * 25% chance to put talents on cooldown Damage (Melee): +54 insidious poison / +24 nature / +12 mind / +40 temporal When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Damage when hit (Melee): 8 blight Changes stats: +8 Str Changes resistances penetration: +10% acid Changes damage: +6% blight / +20% physical Critical mult.: +22.00% Spell save: +24 (+8 eff.) Life regen: +1.26 Stamina when hit: +2.52 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +2 (+0 eff.) Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
Urtherokath the Boltprophet (Corpses) (59.5-83.3 power, 6 apr) Urtherokath the Boltprophet (Corpses) (59.5-83.3 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 60% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour On weapon crit: * wounds the target reducing their healing Damage (Melee): +50 insidious poison / +17 mind When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +39 Physical crit. chance: +28.0% Physical power: +15 (+5 eff.) Armour: +8 Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 mind Changes stats: +7 Str Changes resistances: +1% physical / +6% temporal / +10% all Changes resistances penetration: +13% acid / +30% physical / +5% light / +14% nature / +10% mind Changes damage: +9% lightning / +45% physical Critical mult.: +18.00% Spell save: +12 (+4 eff.) Confusion immunity: +5% Life regen: +2.50 Stamina when hit: +2.50 Light radius: +1 Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Bregelarab the Umbraking (Corpses) (13.5-14.85 power, 32 apr, nature damage) Bregelarab the Umbraking (Corpses) (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 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 dreams of an epiphany. This natural mindstar summons a caller. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +12.5% Attack speed: 100% On weapon hit: * 14% chance to corrode armour * Slows global speed by 15% * 40% chance to gain 10% of a turn Damage (Melee): +4 temporal Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% blight / +6% temporal / +13% mind / +5% arcane Changes damage: +8% nature / +15% arcane Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Maximum psi: +36.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +14% Curse of Corpses 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. |
Earthscar (Nightmares) (21-23.1 power, 44 apr, mind damage) Earthscar (Nightmares) (21-23.1 power, 44 apr, mind damage)Requires: - Willpower 48 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 is wrathful to the hated. This mindstar will resonate with other psionic mindstars. This psionic mindstar dreams of an epiphany. This natural fire should be returned to the wyrm. This natural mindstar summons a caller. Base power: 21.0 - 23.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 20 fire Changes stats: +2 Dex Changes resistances: +26% fire / +34% mind / +3% nature Changes resistances penetration: +9% mind / +25% fire Changes damage: +10% mind / +23% fire Physical save: +32 (+10 eff.) Spell save: +19 (+6 eff.) Mental save: +30 (+6 eff.) Life regen: +2.00 Equilibrium when hit: +5.00 Psi when hit: +2.50 Hate when firing a critical mind attack: +12.00 Psi when firing a critical mind attack: +10.00 Maximum life: +38.00 Maximum psi: +50.00 Mindpower: +22 (+5 eff.) Mental crit. chance: +35% Global speed: +6% Damage Resonance (when hit): +25% Curse of Nightmares 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. |
Silumitha the pulsing mindstar (Misfortune) (13-14.3 power, 32 apr, nature damage) Silumitha the pulsing mindstar (Misfortune) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This natural fire should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 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% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +12 temporal When wielded/worn: Damage when hit (Melee): 16 physical / 14 fire Changes resistances: +6% temporal / +14% physical / +15% fire / +5% arcane / +6% mind Changes resistances penetration: +12% fire / +12% physical Changes damage: +8% acid / +17% physical / +17% fire Spell save: +6 (+2 eff.) Disease immunity: +5% Equilibrium when hit: +1.70 Mindpower: +34 (+7 eff.) Mental crit. chance: +4% Global speed: +5% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power 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 25 of target armor and 13% 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. |
pulsing mindstar 'Phlegmtitan' (Misfortune) (12.5-13.75 power, 32 apr, mind damage) pulsing mindstar 'Phlegmtitan' (Misfortune) (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 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% On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +8 darkness When wielded/worn: Damage when hit (Melee): 8 nature / 31 fire Changes resistances: +33% fire Changes resistances penetration: +15% nature / +33% fire Changes damage: +7% acid / +33% fire / +12% mind Grants telepathy: Humanoid/Orc Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Equilibrium when hit: +5.98 Mindpower: +18 (+4 eff.) Mental crit. chance: +4% Global speed: +9% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +80 Curse of Misfortune 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. |
Staff of Destruction (Nightmares) (20-24 power, 4 apr, fire element) Staff of Destruction (Nightmares) (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). Curse of Nightmares This unique-looking staff is carved with runes of destruction. |
Glona the Cleansewind (Corpses) (5 def, 0 armour) Glona the Cleansewind (Corpses) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Damage when hit (Melee): 23 nature Changes stats: +24 Str / +24 Mag / +23 Wil / +19 Cun Changes resistances: +44% lightning / +6% mind / +5% arcane / +25% fire / +45% cold / +12% nature / +30% acid Changes resistances penetration: +37% physical / +33% darkness / +5% nature Changes damage: +60% lightning / +84% physical / +33% darkness / +20% acid / +9% mind / +17% fire / +9% nature / +53% cold Critical mult.: +40.00% Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +10.00 Maximum hate: +29.00 Mindpower: +17 (+4 eff.) Mental crit. chance: +10% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scaldstalker the voratun helm (Shrouds) (15 def, 28 armour) Scaldstalker the voratun helm (Shrouds) (15 def, 28 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +28 Defense: +15 (+10 eff.) Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +10 Wil Changes resistances: +15% nature / +5% arcane / +15% blight / +25% cold / +24% mind / +12% all Changes resistances penetration: +29% fire Changes damage: +12% fire / +3% arcane / +12% mind Allows you to breathe in: water Physical save: +30 (+10 eff.) Spell save: +10 (+3 eff.) Mental save: +45 (+9 eff.) Confusion immunity: +46% Stamina when hit: +5.40 Equilibrium when hit: +5.00 Maximum life: +110.00 Infravision radius: +4 Healing mod.: +20% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanubretta the hardened leather cap (Nightmares) (17 def, 3 armour) Xanubretta the hardened leather cap (Nightmares) (17 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +3 Defense: +17 (+11 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal / 7 physical Changes stats: +12 Str / +7 Dex / +4 Wil / +18 Cun / +7 Con Changes resistances: +11% acid / +3% physical / -57% light / +27% fire / +11% lightning / +22% cold Changes resistances penetration: +10% temporal Mental save: +20 (+4 eff.) Silence immunity: +15% Life regen: +8.90 Only die when reaching: -20.00 life Mindpower: +5 (+1 eff.) Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 203.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
drakeskin leather cap 'Loamstreak' (Corpses) (8 def, 13 armour) drakeskin leather cap 'Loamstreak' (Corpses) (8 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +36 (+12 eff.) Armour: +13 Defense: +8 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 12 acid / 9 physical Changes stats: +35 Str / +27 Dex / +3 Mag / +26 Wil / +5 Cun / +9 Con Changes resistances: +21% acid / +45% physical / +6% nature / +7% all Changes resistances penetration: +20% acid / +15% blight Physical save: +55 (+18 eff.) Mindpower: +6 (+1 eff.) Damage Shield penetration: +20% Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 203.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Nature's Blessing (Nightmares) (8 def, 6 armour) Nature's Blessing (Nightmares) (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+5 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Nightmares Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
15 agate 15 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. |
572 alchemist agate (Madness) 572 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
onyx 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. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (Misfortune) (dig speed 12 turns) Tooth of the Mouth (Misfortune) (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig Curse of Misfortune A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald 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. |
19 spinel 19 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
3 amethyst 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. |
3 quartz 3 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. |
amber 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. |
11 ametrine 11 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. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Uniques)
Killed 1000 creatures.By Lfcewa the Chaotic Doomed level 60
17th Dusk 122nd year of Ascendancy at 05:34 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Lfcewa the Chaotic Doomed level 19
1st Dusk 122nd year of Ascendancy at 01:17 see stats
Level 10 (Uniques)
Got a character to level 10.By Lfcewa the Chaotic Doomed level 10
79th Pyre 122nd year of Ascendancy at 20:36 see stats
Level 20 (Uniques)
Got a character to level 20.By Lfcewa the Chaotic Doomed level 20
1st Dusk 122nd year of Ascendancy at 04:35 see stats
Level 30 (Uniques)
Got a character to level 30.By Lfcewa the Chaotic Doomed level 30
10th Dusk 122nd year of Ascendancy at 01:26 see stats
Level 40 (Uniques)
Got a character to level 40.By Lfcewa the Chaotic Doomed level 40
12nd Dusk 122nd year of Ascendancy at 14:58 see stats
Level 50 (Uniques)
Got a character to level 50.By Lfcewa the Chaotic Doomed level 50
15th Dusk 122nd year of Ascendancy at 14:40 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Lfcewa the Chaotic Doomed level 54
16th Dusk 122nd year of Ascendancy at 08:05 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Lfcewa the Chaotic Doomed level 40
13rd Dusk 122nd year of Ascendancy at 01:10 see stats
That was close (Uniques)
Killed your target while having only 1 life left.By Lfcewa the Chaotic Doomed level 37
11st Dusk 122nd year of Ascendancy at 13:19 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Lfcewa the Chaotic Doomed level 94
27th Dusk 122nd year of Ascendancy at 18:02 see stats
The secret city (Uniques)
Discovered the truth about mages.By Lfcewa the Chaotic Doomed level 17
6th Flare 122nd year of Ascendancy at 11:25 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Lfcewa the Chaotic Doomed level 40
13rd Dusk 122nd year of Ascendancy at 00:37 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Lfcewa the Chaotic Doomed level 17
4th Flare 122nd year of Ascendancy at 05:14 see stats
Log
Your summoned shadow disappears.
Your summoned shadow disappears.
Rotting Disease from Elven cultist hits Lfcewa for (4 deflected), 6 blight (6 total damage).
Bleeding from Elven mage hits Lfcewa for (8 deflected), 32 physical (32 total damage).
Lfcewa receives 112 healing from Unnatural Body.
Lfcewa deactivates Deflection.
Lfcewa deactivates Shock Hands.
Lfcewa deactivates Slow Motion.
Lfcewa deactivates Deflect Projectiles.
Lfcewa deactivates Dark Ritual.
Lfcewa deactivates Gesture of Pain.
Lfcewa deactivates Blurred Mortality.
Lfcewa rearms.
Lfcewa is free from the rotting disease.
Lfcewa deactivates Shadow Decoy.
Lfcewa deactivates Mental Tyranny.
Lfcewa deactivates Lacerating Strikes.
Lfcewa deactivates Probability Travel.
Lfcewa's acid damage is no longer so potent.
Lfcewa deactivates Hymn of Moonlight.
The shroud of shadows around Lfcewa disappears.
Lfcewa is no longer surging arcane power.
Lfcewa deactivates Call Shadows.
Lfcewa deactivates Corona.
Lfcewa deactivates Thermal Shield.
Lfcewa deactivates Thermal Aura.
Lfcewa deactivates Beyond the Flesh.
Lfcewa's nature damage is no longer so potent.
Lfcewa stops bleeding.
