









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! 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. Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 46 / 53% |
| Size | small |
| Lifes / Deaths | Killed by orc corruptor at level 16 on the 36th Dusk 122nd year of Ascendancy at 12:03 3 / 4Killed by Nerigabeth the skeleton warrior at level 37 on the 38th Regrowth 123rd year of Ascendancy at 23:57 Killed by Islilevea the ghoul at level 42 on the 30th Pyre 123rd year of Ascendancy at 02:09 Killed by orc high cryomancer at level 46 on the 49th Pyre 123rd year of Ascendancy at 16:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 52 (base 42) |
| Constitution | 45 (base 28) |
| Magic | 14 (base 10) |
| Willpower | 104 (base 60) |
| Cunning | 104 (base 60) |
Resources
| Life | 727/727 |
| Equilibrium | 0 |
| Psi | 618/618 |
| Healing Factor | 1.4011689881046 |
| Regeneration | 41.40985985018 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +169.07212032837% |
Vision
| Sight | 10 |
| Lite | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 52 |
| Crit Chance | 35% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 52 |
| Crit Chance | 32% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +33% |
| Acid | +42% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 23 (60%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 39.925 |
| Spell Save | 49.125 |
| Mental Save | 52 |
Defense: Resistances
| Blight | + 40%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 43%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 27%( 70%) |
| Darkness | + 18%( 70%) |
| Mind | + 40%( 70%) |
| Nature | + 62%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Confusion Resistance | 82% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Silence Resistance | 67% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 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 523 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic Assault | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Psionic / Slumber | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Psionic / Dreaming | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the lone alchemist from death by Emewe the forest troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Isliraba the orc pyromancer. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Xaneminne the cutpurse. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Salolema the mountain troll thunderer. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Adomiritira the white wolf. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Nywen the forest wight. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Xeriba the lesser vampire. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by Glarita the degenerated skeleton archer. Escort: repented thief (level 8 of Dreadfell) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 669. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Olurandur' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Wil +7 Con dps ---------- Mind.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +7% physical Phasing +20% Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue -7% Resists +6% blight Spell.save +6 (+1 eff.) Max.HP +44.00 ---------- misc Stam/turn +0.70 Mana/s.crit +2.00 Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Rhydunagrim the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +9% blight +5% arcane +18% light Die.at -80.00 life HP.reg +6.00 Heal.mod +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aeroriathra the Wintertrencher (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +10 Str +7 Dex +4 Mag +4 Wil +2 Cun +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +18% cold ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 90.7 Physical damage. If the attack hits, the target is confused (39% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Tundrasun the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +10 Wil +4 Cun +3 Con ----- def ----- Armour +2 Resists +6% cold Crit.dmg- 5.00% Disarm- +22% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of clear mind 'Yarekor' [power 3] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +7% Crit.mult +20.00% Mind.pwr +20 (+4 eff.) Dmg.mod +12% acid +9% mind Res.pen +25% acid ----- def ----- Crit.dmg- 15.00% ---------- misc Mana/s.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Zerydir the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Defense +44 (+12 eff.) Resists +12% mind +9% nature HP.reg +4.00 Silence- +20% Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | rogue's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) HP.reg +4.00 Stun/Frz- +27% Rings make your fingers look great! |
| Around neck | copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
| In main hand | Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 133.59 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Around waist | hardened leather belt 'Phlegmglean'1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Dex +3 Wil +7 Cun ----- def ----- Resists +8% lightning +11% temporal +15% nature ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | thorny mindstar 'Obsidiangasher' (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +12 darkness While equipped: Stats +6 Cun +3 Wil dps ---------- Mind.crit +3% Crit.mult +14.00% Mind.pwr +26 (+6 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 35% ----- def ----- Resists +6% cold ---------- misc Equi/ret +0.28 Hate/m.crit +2.00 Talents +1 Attune Mindstar 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 | Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 6.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 114 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the psychic (heal 248; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 917%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 917% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 521%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 521% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 414; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 414; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 37%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 38%; physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed 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 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 20%; mental, physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; lightning, physical, darkness, cold, nature, acid)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 darkness, 3 cold, 5 nature, 3 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Dairoregodir0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +15 (+4 eff.) Phys.save +9 (+3 eff.) Knockbk- +20% Amulets make your neck look great! |
Poruwyn the Chilltouch0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% lightning +3% mind Res.pen +25% cold ----- def ----- Resists +12% cold Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 488 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Elema the Rootravager0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% nature Res.pen +15% physical On Hit (Melee): * 20% chance to slow global speed by 73% ----- def ----- Armour +8 Resists +2% physical Die.at -60.00 life Heal.mod +14% Cut- +60% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 453 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Isith the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +3% acid +15% blight +5% arcane +15% darkness Res.Cap +4% all Phys.save +8 (+2 eff.) Amulets make your neck look great! |
stabilizing steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 6 light 7 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 35% * 7% chance to blind ----- def ----- Resists +14% temporal Pinning- +24% Knockbk- +24% Amulets make your neck look great! |
starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% light +14% darkness Heal.mod +14% Blind- +27% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 453 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% temporal Blind- +16% Pinning- +29% Knockbk- +29% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
insulating stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +20% fire +19% cold Blind- +22% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
copper ring 'Flameire'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Mag +6 Cun +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Crit.dmg- 10.00% Phys.save +6 (+2 eff.) ---------- misc See.Invis +12 Rings make your fingers look great! |
copper ring 'Starminister'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Mind.crit +1% Dmg.mod +3% light +3% mind +11% nature Melee Ret 8 physical ----- def ----- Resists +22% nature ---------- misc Hate/m.crit +2.00 Max.stam +10.00 Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+1 eff.) Rings make your fingers look great! |
Hazetitan0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% cold ----- def ----- Defense +30 (+8 eff.) Resists +6% darkness Mind.save +9 (+3 eff.) Poison- +20% Confus- +32% Teleport- +20% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.36 cold and 20.36 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Max.HP +27.00 Disarm- +24% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
steel ring 'Buntir'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light Acc +25 (+11 eff.) ----- def ----- Armour +6 Defense +15 (+4 eff.) Resists +24% light +3% acid Disarm- +20% Rings make your fingers look great! |
Belinne0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Armour +6 Resists +12% temporal +21% cold +9% light +15% mind Mind.save +15 (+5 eff.) Cut- +20% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ivowe the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Str +6 Con dps ---------- Dmg.mod +9% physical Acc +30 (+12 eff.) Apr +4 On Hit (Melee): * 20% chance to slow global speed by 73% ----- def ----- Resists +3% mind Phys.save +12 (+3 eff.) Rings make your fingers look great! |
gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Rings make your fingers look great! |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +52.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
sneakthief's gold ring of frost (+32%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +16% cold Acc +8 (+4 eff.) ----- def ----- Resists +32% cold Rings make your fingers look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Rings make your fingers look great! |
titan's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Acc +10 (+5 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Phys.save +6 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Arthegogund the Weepraider0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +17% Dmg.mod +30% nature Res.pen +25% mind Acc +13 (+7 eff.) Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 73% * 20% chance to reduce all saves and defense by 44 ----- def ----- Defense +13 (+4 eff.) Resists +15% mind Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stormbringer's stralite greatmaul of disruption (54-82 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Nature/Disrupt Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Against +27% Unnatural On Crit.r2 +27 lightning +30 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mov.spd +35% Res.pen +19% lightning +20% cold Massive two-handed mauls. |
mossy mindstar 'Eremedan' (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind ----- def ----- Armour +8 Mind.save +3 (+1 eff.) Die.at -20.00 life Blind- +10% ---------- misc Hate/m.crit +3.00 Max.psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 59 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloudnail (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +16 lightning On Hit: * 20% chance to reduce all saves and defense by 44 While equipped: Stats +3 Dex +4 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% nature ----- def ----- Resists +3% blight Disease- +14% ---------- misc Light +3 See.Invis +12 Talents +1 Attune Mindstar 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. |
hateful thorny mindstar of storms (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 10 lightning Dmg.mod +10% lightning +11% mind +7% darkness Res.pen +7% lightning +8% mind +6% darkness ----- def ----- Resists +9% lightning ---------- misc Max.hate +2.00 Talents +1 Attune Mindstar 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. |
protector's thorny mindstar (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +4% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of flames (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +5% Melee+ 11 fire Dmg.mod +5% fire Res.pen +10% fire ----- def ----- Resists +5% fire ---------- misc Talents +1 Attune Mindstar 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. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+8 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Dagonarindur the Burnwilter (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +14.00% Mind.pwr +8 (+2 eff.) Melee+ 11 mind 8 darkness Dmg.mod +6% temporal +8% mind +6% darkness Res.pen +20% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% fire Heal.mod +17% Heal/summ +10 ---------- misc Talents +1 Attune Mindstar 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. |
Magmablow (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 fire On Hit: * 20% chance to reduce all saves and defense by 44 While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +14% darkness +12% acid Res.pen +17% darkness Melee Ret 6 mind 10 fire ----- def ----- Resists +9% fire +17% darkness +15% mind Blind- +18% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon Reqs Mag 20 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
projecting pulsing mindstar of resolve (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +12% lightning +14% fire +10% cold ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
honing living mindstar of balance (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +2% physical Phys.save +3 (+1 eff.) Spell.save +9 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.20 Talents +1 Attune Mindstar 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. |
reinforced leather sling 'Purequick'4.0 T4 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +17 acid While equipped: Stats +8 Str +4 Con dps ---------- Spell.crit +6% Dmg.mod +20% acid +15% nature Res.pen +25% blight ---------- misc Vim/s.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
verdant elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +13% blight +15% all Max.HP +79.00 HP.reg +1.50 Heal.mod +16% Poison- +20% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Tempestraider1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +2 Cun dps ---------- Dmg.mod +3% acid Melee Ret 8 lightning ----- def ----- Resists +3% cold +6% temporal +9% darkness +5% arcane Phys.save +12 (+3 eff.) Spell.save +16 (+3 eff.) Mind.save +13 (+4 eff.) A belt that goes around your waist. |
hardened leather belt 'Mardydosus'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +8 Dex +2 Mag +6 Con dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
linen cloak 'Mayilaith' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +7 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% acid Spell.save +18 (+3 eff.) Mind.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) Acc +5 (+3 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flowerreeve (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +2 Max.HP +40.00 Poison- +10% Pinning- +20% Stun/Frz- +10% ---------- misc Infravis +2 A pair of boots made of leather. |
pair of rough leather boots 'Galespike' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +2.0% Dmg.mod +15% lightning ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Fuluregolin (15 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Res.pen +15% mind ----- def ----- Armour +4 Defense +15 (+4 eff.) Fatigue +3% Resists +9% light +6% mind Phys.save +9 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +7 (+2 eff.) Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chodir the rough leather gloves (5 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +3% blight +5% fire Mind.save +3 (+1 eff.) Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring rough leather gloves of archery (0 def, 1 armour)1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+3 eff.) Apr +6 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +1 Spell.save +8 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tarrerach the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Melee+ 9 nature Dmg.mod +4% nature +6% arcane ----- def ----- Armour +2 Resists +12% acid +4% physical +9% light +3% cold +7% nature Crit.dmg- 5.00% ---------- misc Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Str +2 Dex +2 Cun ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of strength (+7) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +7 Str +3 Dex +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +3 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+2 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
insulating cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +10% fire +10% cold Mind.save +16 (+5 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 5.5 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 408 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Arthyruifast the hardened leather cap (5 def, 8 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +2 Str +10 Dex +4 Cun dps ---------- Apr +6 ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +7 (+2 eff.) ---------- misc Light +2 Infravis +3 A cap made of leather. |
Haliroddazor the Shadowenvy (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil ----- def ----- Defense +2 (+1 eff.) Resists +3% darkness Phys.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -80.00 life HP.reg +4.00 Heal.mod +20% Poison- +20% A pointy cloth hat, very wizardly... |
Velusenne (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.crit +5% Dmg.mod +15% nature +13% physical ----- def ----- Defense +2 (+1 eff.) Resists +13% physical +22% nature +6% light Crit.dmg- 5.00% Mind.save +21 (+7 eff.) Die.at -20.00 life Stun/Frz- +10% Knockbk- +20% Hateful Whisper: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 371 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
13 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
962 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Amohek the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +5 Wil +3 Cun +2 Con dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +6% acid ----- def ----- Resists +6% blight +9% acid Mind.save +6 (+2 eff.) HP.reg +3.00 ---------- misc Hate/m.crit +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eleniregofast2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical ----- def ----- Defense +5 (+2 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
Tidejeer2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil dps ---------- Phys.crit +3.0% Dmg.mod +6% mind Res.pen +15% cold ----- def ----- Armour +2 Phys.save +9 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Glimmervengeance the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Acc +10 (+5 eff.) Melee Ret 2 light ----- def ----- Resists +3% physical Phys.save +12 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 6.3 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 27 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Irezfr the Yeek Solipsist level 42
37th Pyre 123rd year of Ascendancy at 10:02 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Irezfr the Yeek Solipsist level 42
30th Pyre 123rd year of Ascendancy at 03:48 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Irezfr the Yeek Solipsist level 16
36th Dusk 122nd year of Ascendancy at 13:25 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Irezfr the Yeek Solipsist level 46
45th Pyre 123rd year of Ascendancy at 08:15 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Irezfr the Yeek Solipsist level 9
2nd Flare 122nd year of Ascendancy at 09:14 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Irezfr the Yeek Solipsist level 44
42nd Pyre 123rd year of Ascendancy at 08:07 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Irezfr the Yeek Solipsist level 37
37th Regrowth 123rd year of Ascendancy at 16:45 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Irezfr the Yeek Solipsist level 24
39th Haze 122nd year of Ascendancy at 00:17 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Irezfr the Yeek Solipsist level 26
51st Haze 122nd year of Ascendancy at 21:03 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Irezfr the Yeek Solipsist level 38
79th Regrowth 123rd year of Ascendancy at 03:09 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Irezfr the Yeek Solipsist level 38
47th Regrowth 123rd year of Ascendancy at 17:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Irezfr the Yeek Solipsist level 10
6th Flare 122nd year of Ascendancy at 18:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Irezfr the Yeek Solipsist level 20
59th Dusk 122nd year of Ascendancy at 02:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Irezfr the Yeek Solipsist level 30
8th Allure 123rd year of Ascendancy at 05:12 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Irezfr the Yeek Solipsist level 40
15th Pyre 123rd year of Ascendancy at 11:25 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Irezfr the Yeek Solipsist level 28
74th Haze 122nd year of Ascendancy at 23:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Irezfr the Yeek Solipsist level 27
59th Haze 122nd year of Ascendancy at 19:50 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Irezfr the Yeek Solipsist level 45
42nd Pyre 123rd year of Ascendancy at 10:45 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Irezfr the Yeek Solipsist level 8
8th Mirth 122nd year of Ascendancy at 13:56 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Irezfr the Yeek Solipsist level 33
22nd Regrowth 123rd year of Ascendancy at 04:19 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Irezfr the Yeek Solipsist level 29
7th Allure 123rd year of Ascendancy at 15:13 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Irezfr the Yeek Solipsist level 27
60th Haze 122nd year of Ascendancy at 08:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Irezfr the Yeek Solipsist level 18
53rd Dusk 122nd year of Ascendancy at 16:58 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Irezfr the Yeek Solipsist level 41
29th Pyre 123rd year of Ascendancy at 22:34 see stats
Log
Warmaster Gnarg stops being poisoned.
Warmaster Gnarg speeds up.
Warmaster Gnarg has recovered!
Orc high cryomancer stops being poisoned.
Only Ashes Left from Betuna the orc cryomancer hits Orc elite berserker for 52 darkness damage.
Burning Shock from Orc pyromancer hits Orc fighter for 41 fire damage.
Burning Shock from Orc pyromancer hits Arikira the orc pyromancer for 36 fire damage.
Poison from Irezfr hits Orc elite berserker for 3 nature damage.
Poison from Irezfr hits Orc fighter for 5 nature damage.
Irezfr is poisoned!
Something performs a melee critical strike against Irezfr!
Orc high cryomancer casts Freeze.
Orc high cryomancer roars triumphantly.
Irezfr converts some damage to Psi!
Something hits Irezfr for 15 to psi, 24 physical, 12 to psi, 20 physical, (3 antimagic), 0 blight (71 total damage).
Orc high cryomancer hits Irezfr for (81 antimagic), 82 to psi, 135 cold (217 total damage).
Irezfr the level 46 yeek solipsist was frozen to death by an orc high cryomancer on level 2 of Vor Armoury.
The Heart pulses with antimagic forces as you grasp it.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Orc high cryomancer killed Irezfr!
Saving game...
Talent Antimagic Zone is ready to use.
Irezfr receives 9 healing (10 psi heal).
Talent Infusion: Wild is ready to use.
Talent Psychic Lobotomy is ready to use.
Irezfr receives 8 healing (9 psi heal).
Saving done.





















































































































































