












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This 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 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 50 / 2989% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 34 (base 8) |
Dexterity | 54 (base 31) |
Constitution | 81 (base 61) |
Magic | 24 (base 9) |
Willpower | 187.49862881779 (base 66) |
Cunning | 143.53385082759 (base 66) |
Resources
Life | 1968/1968 |
Equilibrium | 76 |
Healing Factor | 1.8252415653743 |
Regeneration | 58.703626793779 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 86.561025797838 |
See Invisible | 86.561025797838 |
Offense: Mainhand
Damage | 199 |
Accuracy | 76 |
Crit Chance | 58% |
APR | 85 |
Speed | 1.00 |
Offense: Offhand
Damage | 169 |
Accuracy | 76 |
Crit Chance | 58% |
APR | 70 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18.5 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 114 |
Crit Chance | 80% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Acid | +17% |
Nature | +142% |
Lightning | +53% |
Mind | +22% |
Arcane | +19% |
Fire | +19% |
All | +7% |
Offense: Damage Penetration
Acid | +10% |
Nature | +117% |
Lightning | +16% |
Mind | +25% |
Arcane | +15% |
Fire | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 18 (48.304188961773%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 77 |
Mental Save | 81 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 62%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 59%( 70%) |
All | + 31%( 70%) |
Lightning | + 42%( 70%) |
Temporal | + 37%( 70%) |
Mind | + 42%( 70%) |
Fire | + 46%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 67% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 903 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 29% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 59% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 423 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Moss | 1.70 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Wild-gift / Slime | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acidic Skin |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
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 |
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 injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Eilinymira the ghoul. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by Gekira the grave wight. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Willpower by +5. | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Wrathroot. * 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3089. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed electric eel tail. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * You've found the needed xorn fragment. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed ice wyrm tooth. * You've found the needed pouch of luminous horror dust. 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 needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed black mamba head. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within8 lumberjacks have died. | 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 your homeland 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 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +6% mind +9% cold Mind.save +6 (+1 eff.) ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +12 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +7 (+3 eff.) Dmg.mod +30% lightning +12% fire +12% arcane Res.pen +20% fire Melee Ret 10 fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+2 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.9 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
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 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +12 Cun +2 Wil dps ---------- Crit.mult +20.00% Mind.pwr +20 (+3 eff.) Dmg.mod +9% mind ----- def ----- Resists +9% mind Phys.save +14 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +13 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Mind.pwr +25 (+4 eff.) Dmg.mod +20% nature +12% physical Res.pen +25% mind ----- def ----- Armour +14 Resists +40% nature Phys.save +15 (+4 eff.) Spell.save +9 (+3 eff.) Disease- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Cun +7 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 84% ----- def ----- Resists +6% acid +14% fire +9% temporal +31% cold Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 121% Wil, 40% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Wil dps ---------- Mind.crit +9% Mind.pwr +36 (+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 4.5 Pwr.cost 26 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 10, doing 282.76 slime damage for 17 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. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 107% Range: 1.1x Uses 103% Wil, 62% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +70 Crit +4.5% Atk.spd 100% Melee+ +20 arcane While equipped: Stats +6 Str +5 Dex +6 Mag +12 Wil +21 Cun +6 Con dps ---------- Mind.crit +7% Spell.pwr +30 (+6 eff.) Mind.pwr +78 (+12 eff.) Melee+ 16 lightning Dmg.mod +16% lightning Res.pen +16% lightning +25% fire +15% arcane Melee Ret 6 blight ----- def ----- Resists +16% lightning ---------- 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. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 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 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 (100% of a turn) Is a spell Description: Inflicts 962.99 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 spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% physical ----- def ----- Defense +25 (+7 eff.) Resists +24% lightning Phys.save +15 (+4 eff.) Stun/Frz- +28% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +1 Dex +2 Mag dps ---------- Spell.crit +1% Res.pen +10% nature ----- def ----- Resists +12% nature Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% arcane +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 43% ----- def ----- Resists +5% arcane ---------- misc Masteries +0.13 Wild-gift/Slime Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+0 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... |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% mind Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 54 ----- def ----- Resists +9% mind Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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 +11% acid +9% mind On Hit (Melee): * 20% chance to slow global speed by 84% ----- def ----- Resists +22% acid +18% light Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +17% nature Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 54 ----- def ----- Resists +34% nature +9% mind Mind.save +18 (+3 eff.) ---------- misc Equi/ret +0.20 Max.psi +50.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% light Acc +6 (+3 eff.) Melee Ret 2 darkness ----- def ----- Resists +3% lightning +6% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% acid Res.pen +15% darkness +5% acid Acc +8 (+4 eff.) ----- def ----- Resists +6% acid Max.HP +20.00 HP.reg +3.00 Disarm- +22% Pinning- +22% Stun/Frz- +20% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 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 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Cun +2 Dex dps ---------- Dmg.mod +19% fire Res.pen +10% fire Melee Ret 2 fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +29% acid Res.pen +25% mind ----- def ----- Resists +22% acid Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +10 Cun +10 Dex dps ---------- Acc +13 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +10 Cun +10 Dex dps ---------- Dmg.mod +20% cold Acc +14 (+6 eff.) ----- def ----- Resists +40% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +5 Dex +5 Cun +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Acc +7 (+4 eff.) ----- def ----- Armour +4 Fatigue -5% Resists +6% darkness +6% acid Die.at -80.00 life ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Disrupt/Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +19 (+8 eff.) ----- def ----- Defense +21 (+6 eff.) Resists +20% acid +21% lightning +24% cold +21% fire +14% all Spell.save +20 (+5 eff.) Disarm- +66% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +13 Str +11 Dex +10 Mag +26 Wil +13 Cun +26 Con ----- def ----- Max.HP +43.00 Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +28 fire On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +21 (+7 eff.) Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 25 damage While equipped: dps ---------- Res.pen +15% all Acc +25 (+10 eff.) Apr +12 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 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 +12.0% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 30% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +9% Mind.pwr +12 (+2 eff.) Dmg.mod +8% fire +8% physical +8% cold +6% all ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+1 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 472.75 mind damage (based on Willpower) to all within radius 5. Uses 34 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+2 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +6% Mind.pwr +9 (+1 eff.) Dmg.mod +10% mind ----- def ----- Spell.save +4 (+1 eff.) ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +20 arcane While equipped: Stats +15 Cun dps ---------- Mind.crit +5% Crit.mult +16.00% Mind.pwr +40 (+6 eff.) S.pwr/crit +10 Dmg.mod +9% mind Phasing +30% ---------- misc Mana/s.crit +2.07 Vim/s.crit +2.00 Hate/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +5 Dex +2 Mag +5 Wil +4 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Melee+ 14 lightning Dmg.mod +12% lightning Res.pen +9% lightning ----- def ----- Resists +4% lightning ---------- 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. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +15% all Acc +25 (+10 eff.) Apr +12 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +7 Cun dps ---------- Phys.spd +10% Res.pen +15% all Acc +25 (+10 eff.) Apr +13 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 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 170 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." |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Mag +20 Wil +20 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +9 Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +15 (+3 eff.) Dmg.mod +30% arcane ----- def ----- Armour +12 Hardiness +12% Phys.save +12 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 151% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +32 (+6 eff.) Dmg.mod +41% physical ---------- misc Max.mana +82.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Res.pen +15% acid Acc +15 (+6 eff.) ----- def ----- Armour +8 Defense +47 (+13 eff.) Resists +21% darkness Crit.chn- 20.40% Mind.save +9 (+2 eff.) Disease- +27% Silence- +20% Disarm- +47% Stun/Frz- +27% ---------- misc Hate/m.crit +6.80 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+1 eff.) Dmg.mod +6% mind On Hit (Melee): * 20% chance to slow global speed by 84% ----- def ----- Resists +9% nature Max.HP +38.00 ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +10% mind Against +17% Summoned ----- def ----- Resists +6% lightning +9% acid D.Red.from +16% Summoned ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Str ----- def ----- Defense +6 (+2 eff.) Resists +3% blight Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% acid +9% cold Res.pen +15% acid Melee Ret 10 acid ----- def ----- Defense +12 (+4 eff.) Resists +21% cold Phys.save +10 (+3 eff.) 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 [Random Unique] Master/Psionic While equipped: Stats +7 Str +4 Dex +4 Wil +4 Cun +6 Con dps ---------- Mind.crit +6% Res.pen +5% darkness ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +6% cold +15% temporal Spell.save +11 (+3 eff.) ---------- misc Stam/turn +1.10 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Mag +4 Cun +8 Con ----- def ----- Defense +2 (+1 eff.) Mind.save +12 (+2 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +15% light +15% mind ----- def ----- Defense +2 (+1 eff.) Resists +12% mind +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all ---------- misc Infravis +3 See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +30% nature ----- def ----- Resists +15% all Poison- +50% Disease- +45% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +14 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Rush: Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +8 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue +4% Blindside: Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.crit +11% Mind.pwr +5 (+0 eff.) Dmg.mod +25% fire Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Defense +3 (+1 eff.) Resists +5% arcane +24% fire Mind.save +20 (+4 eff.) ---------- misc Psi/turn +0.31 Hateful Whisper: Puts all charms on 13 cooldown Level 5.5 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 551 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str +6 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +15 (+3 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 142.5 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Master While equipped: ----- def ----- Armour +35 Fatigue +22% Resists +10% physical Phys.save +22 (+6 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 22 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +26 Fatigue +13% Resists +27% acid +30% fire Phys.save +15 (+4 eff.) A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +15% acid Res.pen +20% acid Melee Ret 10 nature 8 cold ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 68 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 12.71 cold damage and 14.13 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 84% ----- def ----- Resists +3% blight +12% cold +5% arcane Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 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.(204 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +16 Resists +6% fire Max.HP +45.00 HP.reg +4.00 Knockbk- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Mag +2 Con ----- def ----- Phys.save +3 (+1 eff.) Max.HP +42.00 ---------- misc Light +3 Infravis +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) ----- def ----- Mind.save +7 (+1 eff.) ---------- misc Light +4 See.Stealth +6 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 31 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 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. |
![]() 3.0 T5 shot ammo [Ego++] Nature/Psionic Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +40 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 384 physical damage * 20% chance to create vines that bind the target to the ground dealing 384 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane +9% darkness Crit.chn- 15.00% Spell.save +3 (+1 eff.) Die.at -20.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 125 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +4 Cun +5 Con ---------- misc Light +2 Sting an enemy dealing 832 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 94. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% light Acc +15 (+6 eff.) ----- def ----- Max.HP +60.00 Teleport- +20% ---------- misc Stam/turn +3.00 Max.stam +20.00 Sting an enemy dealing 295 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +6 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 84% ---------- misc See.Invis +3 Fire a magical bolt dealing 112 cold damage Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 171 lightning damage and will be dazed for 1 turn (856 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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 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 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
Achievements
By Oozetosser Squelchstep the Dwarf Oozemancer level 42
15th Profit 123rd year of Ascendancy at 08:43 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 33
16th Stralite 123rd year of Ascendancy at 20:07 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 39
40th Stralite 123rd year of Ascendancy at 21:26 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 20
27th Wealth 122nd year of Ascendancy at 16:24 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 47
31st Profit 123rd year of Ascendancy at 12:29 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 49
11st Wealth 123rd year of Ascendancy at 00:30 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
10th Shortage 123rd year of Ascendancy at 12:15 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 45
26th Profit 123rd year of Ascendancy at 04:01 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 19
17th Wealth 122nd year of Ascendancy at 17:56 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 48
7th Wealth 123rd year of Ascendancy at 00:04 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 44
22nd Profit 123rd year of Ascendancy at 09:24 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 32
13rd Stralite 123rd year of Ascendancy at 14:30 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 30
38th Steel 123rd year of Ascendancy at 09:31 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
10th Steel 124th year of Ascendancy at 17:08 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 22
45th Dearth 122nd year of Ascendancy at 06:26 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 28
3rd Shortage 122nd year of Ascendancy at 21:21 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
22nd Wealth 123rd year of Ascendancy at 12:09 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
7th Steel 124th year of Ascendancy at 11:59 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 47
6th Wealth 123rd year of Ascendancy at 11:46 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
24th Wealth 123rd year of Ascendancy at 10:24 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 33
16th Stralite 123rd year of Ascendancy at 19:38 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
11st Wealth 123rd year of Ascendancy at 02:16 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 10
2nd Acquisition 122nd year of Ascendancy at 16:31 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 20
23rd Wealth 122nd year of Ascendancy at 08:11 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 30
38th Steel 123rd year of Ascendancy at 00:57 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 40
40th Stralite 123rd year of Ascendancy at 21:26 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
11st Wealth 123rd year of Ascendancy at 00:49 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
18th Iron 124th year of Ascendancy at 15:53 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
22nd Iron 124th year of Ascendancy at 15:44 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 21
43rd Dearth 122nd year of Ascendancy at 09:50 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 46
29th Profit 123rd year of Ascendancy at 11:50 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 33
16th Stralite 123rd year of Ascendancy at 15:26 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 44
22nd Profit 123rd year of Ascendancy at 10:42 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 6
20th Voratun 122nd year of Ascendancy at 03:31 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
10th Steel 124th year of Ascendancy at 17:07 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 11
13rd Profit 122nd year of Ascendancy at 01:17 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 33
16th Stralite 123rd year of Ascendancy at 20:07 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
10th Steel 124th year of Ascendancy at 17:08 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 50
5th Dearth 123rd year of Ascendancy at 23:13 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 23
2nd Loss 122nd year of Ascendancy at 01:56 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 17
2nd Wealth 122nd year of Ascendancy at 23:42 see stats
By Oozetosser Squelchstep the Dwarf Oozemancer level 38
39th Stralite 123rd year of Ascendancy at 18:26 see stats
Log
Oozetosser Squelchstep picks up ( .): psychokinetic pouch of voratun shots of grasping (19/19, 165% power, 6 apr).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Oozetosser Squelchstep picks up (Z.): champion's drakeskin leather cap (0 def, 5 armour).
Oozetosser Squelchstep picks up (u.): balanced voratun battleaxe of dampening (171% power, 4 apr).
Oozetosser Squelchstep picks up (J.): potent dragonbone starstaff of wizardry (151% power, 6 apr, physical element).
Oozetosser Squelchstep picks up (G.): swiftstrike drakeskin leather sling of piercing.
Oozetosser Squelchstep picks up ( .): pearl.
Ran for 8 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Oozetosser Squelchstep picks up (a.): regeneration infusion (heal 514; 17 cd).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 11st Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).