
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Ashes of Urh'Rok 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Bleach Character Icons 1.5.5Adds some very clean chibi custom tiles from the Bleach anime. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. 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. Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Re:Creators Character Icons 1.5.5Adds some very clean chibi custom tiles from the Re:Creators anime (definitely top tier, I recommend it wholeheartedly) None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 50 / 3776% |
Size | medium |
Lifes / Deaths | Killed by elven corruptor at level 14 on the 55th Haze 122nd year of Ascendancy at 23:33 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 115 (base 61) |
Dexterity | 56 (base 9) |
Constitution | 86 (base 34) |
Magic | 29 (base 8) |
Willpower | 149.02041161202 (base 60) |
Cunning | 108 (base 60) |
Resources
Life | 1261/1261 |
Equilibrium | 106 |
Steam | 100/100 |
Healing Factor | 2.2853124999998 |
Regeneration | 49.934078124996 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 10 |
See Stealth | 47.997068617286 |
See Invisible | 62.997068617286 |
Offense: Mainhand
Damage | 232 |
Accuracy | 67 |
Crit Chance | 58% |
APR | 80 |
Speed | 1.00 |
Offense: Offhand
Damage | 259 |
Accuracy | 67 |
Crit Chance | 58% |
APR | 78 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 82% |
Speed | 1 |
Offense: Damage Bonus
Acid | +60% |
Nature | +90% |
Mind | +25% |
Blight | +40% |
Physical | +41% |
Fire | +50% |
All | +15% |
Offense: Damage Penetration
Acid | +67% |
Light | +15% |
Physical | +14% |
Nature | +77% |
All | 0% |
Defense: Base
Armour (hardiness) | 44 (60%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 73 |
Mental Save | 80 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 22%( 70%) |
All | + 17%( 70%) |
Darkness | + 17%( 70%) |
Lightning | + 49%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 37%( 70%) |
Mind | + 40%( 70%) |
Fire | + 32%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 50% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Bleed Resistance | 76% |
Teleport Resistance | 15% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. While Heroism is active, you will only die when reaching -970 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 970 life over 5 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 212% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1155% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Acidic Soil |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Wild Growth |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)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 Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1041. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% ---------- misc Talents +5 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Con dps ---------- Mind.crit +10% Mind.pwr +12 (+2 eff.) On Hit (Melee): * 35% chance to blind ----- def ----- Defense +14 (+5 eff.) Resists +15% blight Phys.save +30 (+7 eff.) Spell.save +18 (+4 eff.) Mind.save +32 (+7 eff.) Max.HP +80.00 HP.reg +6.50 Stun/Frz- +15% Knockbk- +5% Teleport- +15% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +10 Cun +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical Mind.save +15 (+3 eff.) ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 35 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Disarm- +0% ---------- misc Light +1 Talents +5 Viral Needlegun Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 242.65 arcane damage and stunned). Uses 58 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +20 (+2 eff.) Mind.pwr +31 (+5 eff.) Dmg.mod +8% all Res.pen +15% light ----- def ----- Fatigue -10% Resists +9% lightning +18% fire +15% nature HP.reg +3.80 Stun/Frz- +50% ---------- misc Max.enc +40 Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.4 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +10 Str +10 Dex +10 Wil +3 Cun dps ---------- Crit.mult +10.00% On Hit (Melee): * 35% chance to blind ----- def ----- Fatigue -10% Resists +29% blight +6% temporal +30% nature +3% mind Spell.save +30 (+7 eff.) HP.reg +4.50 Blind- +40% Poison- +50% Disease- +44% ---------- misc Infravis +10 Sight +2 See.Invis +15 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 113% Range: 1.1x Uses 137% Wil, 58% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +80 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 107 damage While equipped: dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +19 (+3 eff.) Dmg.mod +17% physical Res.pen +14% physical Melee Ret 14 physical ----- def ----- Resists +16% physical Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) Burrow: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift 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 28 of target armor and 14% 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. |
Around waist | ![]() |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 154% Wil, 38% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +78 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 99 damage While equipped: Stats +19 Wil dps ---------- Mind.crit +9% Crit.mult +15.00% Mind.pwr +34 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 179.40 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +13 Str +10 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Melee Ret 8 light 12 physical On Hit (Melee): * 35% chance to blind ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +20% blight +30% lightning +5% arcane +17% nature Phys.save +33 (+8 eff.) Max.HP +92.00 HP.reg +3.00 Heal.mod +29% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +10 Str +10 Dex +10 Mag +14 Wil +10 Cun +15 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Crit.dmg- 0.00% Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% 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
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 218% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 226% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 205% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 66%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 777 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 881 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 702 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 835 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 980% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 949% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 970% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 920% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 984% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 13 turns. While Heroism is active, you will only die when reaching -1014 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -577 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -1020 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -752 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% fire Melee Ret 20 lightning 16 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% fire ---------- misc Masteries +0.16 Wild-gift/Call of the wild +0.16 Wild-gift/Slime Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +7 Dex +7 Wil dps ---------- Phys.pwr +16 (+3 eff.) Res.pen +20% darkness +15% physical ----- def ----- Armour +4 Die.at -80.00 life Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +8 Wil dps ---------- Crit.mult +9.00% Phys.pwr +6 (+1 eff.) Mind.pwr +26 (+4 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Mind.save +25 (+5 eff.) Heal.mod +26% Cut- +80% Confus- +44% ---------- misc Max.stam +5.00 Heal: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 401 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +27% arcane Res.pen +15% arcane Melee Ret 8 arcane 16 lightning ----- def ----- Resists +5% arcane +21% lightning ---------- misc Masteries +0.33 Wild-gift/Corrosive blades Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +11 Con dps ---------- Phys.crit +4.0% ----- def ----- Resists +4% physical ---------- misc Stam/turn +1.20 Max.stam +25.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 35 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +16% fire +15% cold Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +23% temporal Pinning- +36% Knockbk- +31% ---------- misc Masteries +0.31 Wild-gift/Antimagic Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 45% chance to daze at end of turn ----- def ----- Resists +15% acid +12% light +12% blight +21% cold +7% arcane +9% lightning Spell.save +28 (+7 eff.) Blind- +40% ---------- misc Infravis +10 Sight +2 See.Invis +14 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +6 Con ----- def ----- Resists +21% nature +16% blight Poison- +27% Disease- +48% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Con ----- def ----- Phys.save +14 (+3 eff.) Max.HP +80.00 HP.reg +2.60 ---------- misc Masteries +0.32 Wild-gift/Eyal's fury +0.32 Wild-gift/Mindstar mastery Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +17% nature Res.pen +10% darkness Melee Ret 20 nature ----- def ----- Resists +25% nature Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 27.64 cold and 33.89 physical damage (based on Willpower) each turn and knocking opponents back. Uses 35 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid Res.pen +10% acid Apr +3 Melee Ret 16 physical ----- def ----- Resists +20% acid ---------- misc Stam/turn +0.40 Max.stam +25.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +16% fire ----- def ----- Armour +20 Resists +32% fire Phys.save +39 (+10 eff.) ---------- misc Max.stam +20.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 10 bleed Ranged+ 15 bleed Dmg.mod +18% arcane On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 15% chance to cause random gloom ----- def ----- Resists +12% lightning Spell.save +9 (+2 eff.) ---------- misc Mana/turn +0.12 Vim/s.crit +5.00 Hate/m.crit +2.00 Max.hate +10.00 Max.vim +20.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd 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 67%. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Mind.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +10 Mag +3 Con dps ---------- Dmg.mod +16% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -8% Resists +32% lightning Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+4 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +18% nature Acc +14 (+5 eff.) ----- def ----- Resists +36% nature Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -9% HP.reg +3.50 Stun/Frz- +50% ---------- misc Max.enc +33 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Wil ----- def ----- Mind.save +12 (+3 eff.) Max.HP +43.00 Disarm- +38% Pinning- +46% Knockbk- +33% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Wil ----- def ----- Mind.save +12 (+3 eff.) Max.HP +37.00 Disarm- +38% Pinning- +39% Knockbk- +34% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 116 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 80% Wil, 20% Str, 10% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Crit.mult +0.00% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +8% lightning Blind- +0% Stun/Frz- +0% ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 143.29 to 429.88 lightning damage, and have a 54% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+5 eff.) See all other beings around you for 5 turns. Uses 15 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature This natural mindstar calls for a summoner. Power 116% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% acid +13% physical +15% cold +24% temporal +11% fire Res.pen +10% acid +10% fire +8% cold +10% physical ----- def ----- Armour +7 Defense +11 (+4 eff.) Rng.Def +11 (+4 eff.) Cut- +20% Disarm- +20% Stun/Frz- +55% 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. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 100% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Crit.mult +0.00% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 35 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic This natural mindstar calls for a summoner. Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% acid +15% fire +14% cold +15% physical Res.pen +10% acid +10% fire +10% cold +10% physical ----- def ----- Mind.save +10 (+2 eff.) ---------- misc Max.psi +34.00 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +10 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +8 (+2 eff.) ---------- misc Equi/ret +2.40 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 113% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +5% Crit.mult +20.00% Mind.pwr +10 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +18.00% Mind.pwr +10 (+2 eff.) Dmg.mod +8% nature On Melee Ret: * Slows global speed by 7% 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +18 (+3 eff.) Dmg.mod +7% acid ---------- misc Equi/ret +1.50 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic This natural lightning should be returned to the wyrm. Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +2 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +20% lightning +6% mind +8% darkness Res.pen +14% lightning Melee Ret 13 lightning 4 mind 8 darkness ----- def ----- Resists +12% lightning 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic This natural venom should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power 113% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +7% mind Res.pen +16% acid +7% mind Melee Ret 12 acid ----- def ----- Resists +16% acid +8% mind Dmg.Resnn +19% HP.reg +1.50 ---------- misc Psi/ret +1.40 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural mindstar summons a caller. Power 111% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +18 (+3 eff.) 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature This natural lightning should be returned to the wyrm. This natural mindstar summons a caller. Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +3 Mag +3 Wil +1 Cun +3 Con dps ---------- Mind.crit +9% Mind.pwr +21 (+4 eff.) Dmg.mod +16% lightning Res.pen +9% lightning Melee Ret 14 lightning ----- def ----- Resists +14% lightning 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. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+4 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 29 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 92.11 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor [Normal] While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +6 (+1 eff.) Apr +2 ----- def ----- Resists +10% acid +10% temporal +32% fire +34% cold +24% lightning Spell.save +12 (+3 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil dps ---------- Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Wil +2 Cun +9 Con dps ---------- Dmg.mod +18% darkness ----- def ----- Defense +11 (+4 eff.) Resists +0% lightning Phys.save +10 (+2 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Resists +0% lightning Phys.save +10 (+2 eff.) Stun/Frz- +0% ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +8 Mag +6 Cun dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+5 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 3.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 104 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +3 Fatigue -2% Resists +11% lightning +13% temporal Phys.save +7 (+2 eff.) ---------- misc Max.enc +31 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +4 Con dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Melee Ret 20 acid 20 mind ----- def ----- Armour +3 Fatigue +3% Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Max.hate +4.00 Telepathy Humanoid/Orc Rush: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 19 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +100% Teleport- +0% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.0 T5 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +15 (+3 eff.) Acc +8 (+3 eff.) ----- def ----- Armour +3 Resists +13% darkness +3% light +6% nature +20% blight +6% cold +9% mind +20% arcane Affinity +11% nature Phys.save +9 (+2 eff.) Spell.save +33 (+8 eff.) Mind.save +10 (+2 eff.) Disarm- +47% ---------- misc See.Invis +3 Masteries +0.20 Wild-gift/Antimagic Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +6 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +14% cold +3% temporal +3% fire Mind.save +20 (+4 eff.) Teleport- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 47 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.61 cold damage and 8.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +10 Crit.dmg- 35.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 46] amazing fiery salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 66% cooldown modifier. Remove 3 magical effects and grants a fiery aura (46% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 46] amazing frost salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 66% cooldown modifier. Remove 3 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 668] amazing healing salve [power 668]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 66% cooldown modifier. Heal 668 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing pain suppressor salve [power 585] amazing pain suppressor salve [power 585]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 66% cooldown modifier. Let you fight up to -585 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing water salve [power 46] amazing water salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 66% cooldown modifier. Remove 3 mental effects and grants a water aura (46% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 29 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Mag dps ---------- Res.pen +16% physical Melee Ret 8 blight ----- def ----- Resists +6% blight Crit.dmg- 15.00% ---------- misc Light +2 See.Invis +3 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 18 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 135.13 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 18 power out of 30/30 A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 600.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 31 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 11 beam dealing 81.08 to 162.15 mind damage Puts all charms on 4 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 29) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown 100% to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 4 blight ----- def ----- Resists +6% blight Spell.save +6 (+1 eff.) Mind.save +10 (+2 eff.) Die.at -60.00 life Disease- +15% Cut- +5% ---------- misc Talents +1 Invoke Tentacle +5 Rushing Claws Cooldown Invoke Tentacle +5 Rushing Claws -1 Remove up to 3 poisons or diseases from a target within range 11 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 21 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 86 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 155 and armour hardiness by 70% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By UNDERGEE the Cornac Oozemancer level 35
36th Haze 123rd year of Ascendancy at 23:00 see stats
By UNDERGEE the Cornac Oozemancer level 22
4th Pyre 123rd year of Ascendancy at 00:50 see stats
By UNDERGEE the Cornac Oozemancer level 35
35th Haze 123rd year of Ascendancy at 02:02 see stats
By UNDERGEE the Cornac Oozemancer level 28
59th Pyre 123rd year of Ascendancy at 15:44 see stats
By UNDERGEE the Cornac Oozemancer level 39
3rd Regrowth 124th year of Ascendancy at 21:41 see stats
By UNDERGEE the Cornac Oozemancer level 40
9th Regrowth 124th year of Ascendancy at 13:16 see stats
By UNDERGEE the Cornac Oozemancer level 48
8th Pyre 124th year of Ascendancy at 01:53 see stats
By UNDERGEE the Cornac Oozemancer level 38
7th Allure 124th year of Ascendancy at 19:16 see stats
By UNDERGEE the Cornac Oozemancer level 20
29th Regrowth 123rd year of Ascendancy at 14:07 see stats
By UNDERGEE the Cornac Oozemancer level 50
29th Haze 124th year of Ascendancy at 04:08 see stats
By UNDERGEE the Cornac Oozemancer level 20
48th Regrowth 123rd year of Ascendancy at 10:06 see stats
By UNDERGEE the Cornac Oozemancer level 50
45th Pyre 124th year of Ascendancy at 08:06 see stats
By UNDERGEE the Cornac Oozemancer level 37
76th Haze 123rd year of Ascendancy at 14:21 see stats
By UNDERGEE the Cornac Oozemancer level 50
10th Haze 124th year of Ascendancy at 23:31 see stats
By UNDERGEE the Cornac Oozemancer level 50
7th Haze 124th year of Ascendancy at 23:39 see stats
By UNDERGEE the Cornac Oozemancer level 19
21st Regrowth 123rd year of Ascendancy at 02:22 see stats
By UNDERGEE the Cornac Oozemancer level 26
43rd Pyre 123rd year of Ascendancy at 19:20 see stats
By UNDERGEE the Cornac Oozemancer level 20
48th Regrowth 123rd year of Ascendancy at 10:06 see stats
By UNDERGEE the Cornac Oozemancer level 50
54th Dusk 124th year of Ascendancy at 15:15 see stats
By UNDERGEE the Cornac Oozemancer level 50
45th Pyre 124th year of Ascendancy at 13:03 see stats
By UNDERGEE the Cornac Oozemancer level 49
30th Pyre 124th year of Ascendancy at 15:56 see stats
By UNDERGEE the Cornac Oozemancer level 36
69th Haze 123rd year of Ascendancy at 20:56 see stats
By UNDERGEE the Cornac Oozemancer level 22
4th Pyre 123rd year of Ascendancy at 01:18 see stats
By UNDERGEE the Cornac Oozemancer level 42
9th Regrowth 124th year of Ascendancy at 22:40 see stats
By UNDERGEE the Cornac Oozemancer level 10
28th Haze 122nd year of Ascendancy at 15:29 see stats
By UNDERGEE the Cornac Oozemancer level 20
29th Regrowth 123rd year of Ascendancy at 09:51 see stats
By UNDERGEE the Cornac Oozemancer level 30
2nd Flare 123rd year of Ascendancy at 01:51 see stats
By UNDERGEE the Cornac Oozemancer level 40
8th Regrowth 124th year of Ascendancy at 12:13 see stats
By UNDERGEE the Cornac Oozemancer level 50
43rd Pyre 124th year of Ascendancy at 12:17 see stats
By UNDERGEE the Cornac Oozemancer level 33
54th Dusk 123rd year of Ascendancy at 06:55 see stats
By UNDERGEE the Cornac Oozemancer level 29
1st Mirth 123rd year of Ascendancy at 08:15 see stats
By UNDERGEE the Cornac Oozemancer level 50
51st Dusk 124th year of Ascendancy at 22:08 see stats
By UNDERGEE the Cornac Oozemancer level 50
60th Pyre 124th year of Ascendancy at 15:24 see stats
By UNDERGEE the Cornac Oozemancer level 8
35th Dusk 122nd year of Ascendancy at 15:05 see stats
By UNDERGEE the Cornac Oozemancer level 26
40th Pyre 123rd year of Ascendancy at 01:20 see stats
By UNDERGEE the Cornac Oozemancer level 48
24th Pyre 124th year of Ascendancy at 11:15 see stats
By UNDERGEE the Cornac Oozemancer level 30
7th Dusk 123rd year of Ascendancy at 18:07 see stats
By UNDERGEE the Cornac Oozemancer level 38
2nd Wintertide 124th year of Ascendancy at 01:47 see stats
By UNDERGEE the Cornac Oozemancer level 50
7th Haze 124th year of Ascendancy at 23:38 see stats
By UNDERGEE the Cornac Oozemancer level 22
4th Pyre 123rd year of Ascendancy at 00:50 see stats
By UNDERGEE the Cornac Oozemancer level 8
15th Haze 122nd year of Ascendancy at 12:00 see stats
By UNDERGEE the Cornac Oozemancer level 22
4th Pyre 123rd year of Ascendancy at 00:50 see stats
By UNDERGEE the Cornac Oozemancer level 50
7th Haze 124th year of Ascendancy at 23:39 see stats
By UNDERGEE the Cornac Oozemancer level 50
58th Dusk 124th year of Ascendancy at 00:54 see stats
By UNDERGEE the Cornac Oozemancer level 43
40th Regrowth 124th year of Ascendancy at 01:54 see stats
By UNDERGEE the Cornac Oozemancer level 30
3rd Flare 123rd year of Ascendancy at 00:30 see stats
By UNDERGEE the Cornac Oozemancer level 19
27th Regrowth 123rd year of Ascendancy at 17:55 see stats
By UNDERGEE the Cornac Oozemancer level 34
32nd Haze 123rd year of Ascendancy at 03:39 see stats
Log
--------------------------------
UNDERGEE deactivates Mitosis.
UNDERGEE deactivates Unstoppable Nature.
UNDERGEE deactivates Wild Growth.
UNDERGEE deactivates Antimagic Shield.
UNDERGEE deactivates Psiblades.
The skin of UNDERGEE starts dripping acid.
UNDERGEE deactivates Acidic Soil.