













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Verbose Crystal Resonance 1.5.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. Improved Auto-explore and Rest 1.6.5Quality 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. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Items Vault 1.6.0Donators/Buyers bonus! Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). 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. Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.6.0Official 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:
Everyone Options 1.4.5Starts characters off with category points instead of categories known. Better Item Description 1.6.6This 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 1.6.0Official 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:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 27 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by saw horror at level 13 on the 21st Dusk 122nd year of Ascendancy at 02:46 4 / 2Killed by corrupted broken golem at level 24 on the 28th Haze 122nd year of Ascendancy at 00:44 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 31 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 101.67250102639 (base 58) |
| Cunning | 84.117917864125 (base 55) |
Resources
| Life | 1019/1019 |
| Equilibrium | 91 |
| Healing Factor | 1.6567164179105 |
| Regeneration | 46.698638962392 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 54 |
| Crit Chance | 27% |
| APR | 39 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 54 |
| Crit Chance | 29% |
| APR | 31 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 23% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 44% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +23% |
| Light | +10% |
| Lightning | +3% |
| Nature | +53% |
| Physical | +15% |
| Fire | +54% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Acid | +29% |
| Fire | +10% |
| Nature | +49% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 16 |
| Physical Save | 41 |
| Spell Save | 44 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 39%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 60% |
| Poison Resistance | 54% |
| Blind Resistance | 54% |
| Silence Resistance | 10% |
| Bleed Resistance | 54% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Slime | 1.40 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Acidic Skin |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | You lay mucus where you walk. Mucus |
Quests
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 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 +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara) | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 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: 172. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 |
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 | active |
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 | Poluldamira the Skysting (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Cun +3 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Phys.save +11 (+3 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(151 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+2 eff.) Spell.save +8 (+3 eff.) Max.HP +60.00 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +12 Crit +8.0% Atk.spd 83% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. This item has been sent to the Item's Vault. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Chalarethel the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Dex +6 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Acc +7 (+3 eff.) ----- def ----- Armour +4 Resists +6% fire Phys.save +3 (+1 eff.) Mind.save +7 (+3 eff.) Max.HP +40.00 Confus- +40% Rings can have magical properties. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.8 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 380 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Cloudwreck the pulsing mindstar (13-14.3 power, 39 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +39 Crit +4.5% Atk.spd 100% On Hit.r1 +12 lightning On Crit.r2 +8 lightning While equipped: Stats +7 Cun dps ---------- Mind.crit +4% Crit.mult +12.00% Mind.pwr +12 (+3 eff.) Melee+ 12 acid Dmg.mod +8% acid Res.pen +10% acid +10% fire ----- def ----- Resists +12% acid +9% lightning Max.HP +32.00 HP.reg +3.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | Oozing Heart (17-18.7 power, 31 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +31 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane While equipped: Stats +3 Cun +9 Wil dps ---------- Mind.crit +8% Mind.pwr +17 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 87.31 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. This item has been sent to the Item's Vault. |
| Cloak | linen cloak 'Salunor' (6 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Resists +6% acid +3% light +6% fire +6% cold +5% lightning HP.reg +4.00 Silence- +10% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Malidar (19 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Res.pen +10% temporal ----- def ----- Armour +6 Defense +19 (+10 eff.) Fatigue +8% Max.HP +100.00 HP.reg +4.00 Heal.mod +15% Confus- +20% Pinning- +20% A suit of armour made of leather. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the sneak (heal 598; 15 cd)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 598 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 |
regeneration infusion of the sneak (heal 459; 14 cd)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 459 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 |
regeneration infusion of the sneak (heal 346; 13 cd)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 346 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 |
regeneration infusion of the warrior (heal 274; 13 cd)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 274 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 |
regeneration infusion of the wizard (heal 87; 15 cd)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 87 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion (rad 6; power 20; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] 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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. Inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (res 13%; mental; dur 4; cd 16)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 |
wild infusion of the duelist (res 18%; magical; dur 5; cd 12)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 |
wild infusion of the psychic (res 26%; magical; dur 4; cd 13)0.1 T1 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 cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (res 20%; physical; dur 4; cd 14)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the warrior (res 14%; magical; dur 4; cd 17)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
heroism infusion (die at -100; dur 8; cd 28)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost (currently 100 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
predatory infusion of the warrior (141 numbing poison (20.21/turn); +7% damage to humanoid)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 11 around you. In addition, for the duration (8 turns): - You gain infravision out to range 10. - You deal +7% extra damage to chosen prey (creatures of type humanoid). - Your attacks are have a 46% chance to inflict a numbing poison. The poison inflicts 30.92 nature damage per turn for 7 turns (216.45 total), and numbs the victim, who will deal 18% less damage. Using this infusion never breaks Stealth. 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. |
manasurge rune of the psychic (regen 1265% over 10 turns; mana 63; cd 27)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1265% for 10 turns (0 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (556.69 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 556.69 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
restful copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Vorutha0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% acid ----- def ----- Resists +10% lightning +9% fire +5% arcane +15% temporal Stun/Frz- +24% Amulets can have magical properties. |
Belebeth the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Wil +4 Con dps ---------- Dmg.mod +30% mind ----- def ----- Crit.dmg- 10.00% Phys.save +10 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +38.00 HP.reg +7.00 ---------- misc Infravis +2 Amulets can have magical properties. |
gold amulet 'Mardunaridor'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Mag +3 Wil +2 Cun dps ---------- Crit.mult +13.00% Acc +7 (+3 eff.) Apr +15 ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Amulets can have magical properties. |
Balihell the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Resists +3% blight +6% temporal Phys.save +3 (+1 eff.) Spell.save +11 (+4 eff.) ---------- misc Max.stam +15.00 Rings can have magical properties. |
Cloudhash the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +25% lightning Melee Ret 8 darkness 8 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Defense +6 (+3 eff.) Resists +12% lightning Rings can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +25% Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +23% Knockbk- +21% Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
steel ring 'Rainpierce'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Dmg.mod +18% cold Melee Ret 10 cold ----- def ----- Armour +8 Spell.save +8 (+3 eff.) Die.at -60.00 life Rings can have magical properties. |
steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
lifebinding ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% arcane ----- def ----- HP.reg +0.90 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel longsword of crippling (13-18.2 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Sharp, long, and deadly. |
chilling dwarven-steel longsword of daylight (21-29.4 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 light +12 cold Against +6% Undead Sharp, long, and deadly. |
dwarven-steel mace 'Xerurivea' (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +1 Str +7 Wil +5 Con dps ---------- Dmg.mod +8% physical Acc +8 (+4 eff.) Melee Ret 2 mind ----- def ----- Armour +4 Resists +3% darkness Max.HP +15.00 Disease- +12% Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
protector's vined mindstar of storms (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Disrupt Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +2 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning Dmg.mod +6% lightning Res.pen +4% lightning ----- def ----- Resists +4% lightning +3% all ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swiftstrike ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Longbows are used to shoot arrows at your foes. |
acidic dwarven-steel shield of earthen fury (0 def, 10 armour, 27.5-33 power, 84.5 block)7.0 T3 shield armor [Ego+] Nature When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +84 On Hit: * 20% chance to reduce armor by 7% * Deal physical damage equal to your armor (28) While equipped: dps ---------- Melee+ 5 acid Melee Ret 5 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield (0 def, 6 armour, 30.5-36.6 power, 78.5 block)7.0 T3 shield armor [Ego+] Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 While equipped: Stats +6 Str +4 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +32.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +23% acid +12% light +13% darkness A suit of armour made of mail. |
searing dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 14 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +10% acid +12% fire +7% physical Phys.save +10 (+3 eff.) A suit of armour made of mail. |
linen cloak 'Urthador' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.hate +4.00 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
brawler's hardened leather gloves of sorrow (0 def, 2 armour)1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 10 mind 14 darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 39 ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save -15 (-5 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Acc +4 Apr +3 Crit +8.0% Atk.spd 100% On Hit: 10% Reproach 3 On Hit: 10% Set Up 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of war-making (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +9% Mind.crit +7% Crit.mult +7.00% Melee+ 10 light Dmg.mod +3% light ----- def ----- Armour +2 Resists +8% light Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +10.0% Atk.spd 100% On Hit: 20% Searing Light 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +8 arcane On Crit.r2 +7 arcane On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of archery (0 def, 6 armour)1.5 T2 hands armor [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +49.00 Unarmed combat: Power 28.5 - 39.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +12 Apr +16 Crit +8.0% Atk.spd 83% On Hit: 15% Perfect Strike 3 On Hit: 10% Battle Shout 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% cold Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 temporal Ranged+ 11 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Lustretyphoon (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% light Melee Ret 8 light ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +12% cold +6% nature Spell.save +3 (+1 eff.) ---------- misc Light +3 A cap made of leather. |
Runydehor the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag ----- def ----- Armour +1 Fatigue +1% Resists +9% mind Crit.dmg- 5.00% ---------- misc Max.stam +10.00 See.Invis +3 A cap made of leather. |
warlord's hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +5 Str +5 Wil +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+2 eff.) A cap made of leather. |
Galyldir the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Equi/ret +0.04 Hate/m.crit +5.00 Max.hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
focusing iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 121 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 57] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 57 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of psionic shield [power 117] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 117 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of mindblast [power 255] (11 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of cleansing [power 2] (20 cooldown)2.0 T2 totem charm [Ego] Nature Remove magical effects from the target (up to 2) Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Arthularim the yew totem of healing [power 142] (35 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Acc +10 (+5 eff.) Melee Ret 4 physical ----- def ----- Armour +8 Spell.save +3 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Heal the target for 142, and remove up to 2 poisons or diseases Puts all charms on 35 cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Poxgash [power 41] (20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% blight +3% arcane +9% nature On Hit (Melee): * 10% chance to slow global speed by 67% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Talents +2 Invoke Tentacle Cooldown Invoke Tentacle +10 Harden the skin for 6 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood wand of lightning storm [power 530] (22 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 109 lightning damage and will be dazed for 1 turn (545 total damage) Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Glisten the Thalore Oozemancer level 12
4th Dusk 122nd year of Ascendancy at 01:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Glisten the Thalore Oozemancer level 19
5th Haze 122nd year of Ascendancy at 05:58 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Glisten the Thalore Oozemancer level 27
77th Haze 122nd year of Ascendancy at 11:36 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Glisten the Thalore Oozemancer level 21
8th Haze 122nd year of Ascendancy at 20:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Glisten the Thalore Oozemancer level 10
10th Mirth 122nd year of Ascendancy at 04:48 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Glisten the Thalore Oozemancer level 20
6th Haze 122nd year of Ascendancy at 14:18 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Glisten the Thalore Oozemancer level 25
29th Haze 122nd year of Ascendancy at 06:06 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Glisten the Thalore Oozemancer level 26
44th Haze 122nd year of Ascendancy at 13:43 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Glisten the Thalore Oozemancer level 26
77th Haze 122nd year of Ascendancy at 00:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Glisten the Thalore Oozemancer level 8
6th Mirth 122nd year of Ascendancy at 21:52 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Glisten the Thalore Oozemancer level 24
28th Haze 122nd year of Ascendancy at 05:24 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Glisten the Thalore Oozemancer level 25
42nd Haze 122nd year of Ascendancy at 19:46 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Glisten the Thalore Oozemancer level 17
1st Time of Equilibrium 122nd year of Ascendancy at 07:17 see stats
Log
Glisten uses Oozebeam.
Glisten hits Armoured skeleton warrior for 307 nature damage.
Glisten killed Armoured skeleton warrior!
Resting starts...
Glisten's nature damage is no longer so potent.
Glisten's acid damage is no longer so potent.
Talent Acidbeam is ready to use.
Talent Oozebeam is ready to use.
Talent Acid Splash is ready to use.
Talent Mucus is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Glisten picks up (H.): steel longsword of crippling (13-18.2 power, 3 apr).
Skeleton master archer uses Pinning Shot.
Glisten uses Mucus.
Ran for 2 turns (stop reason: hostile spotted to the north (skeleton master archer)).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Glisten picks up (X.): polar dwarven-steel gauntlets (0 def, 2 armour).
Connection to online server lost, trying to reconnect.
Connection to online server established.
The skin of Glisten starts dripping acid.
Glisten deactivates Mitosis.
Glisten deactivates Acidic Soil.
Glisten deactivates Psiblades.
Glisten deactivates Unstoppable Nature.
Glisten deactivates Antimagic Shield.





































































































