











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. 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:
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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 26 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Polynor the ogre mauler at level 26 on the 23rd Regrowth 123rd year of Ascendancy at 02:02 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 28 (base 16) |
| Magic | 11 (base 10) |
| Willpower | 76 (base 57) |
| Cunning | 57 (base 47) |
Resources
| Life | -534/523 |
| Equilibrium | 76 |
| Steam | 100/100 |
| Healing Factor | 1.2456298990389 |
| Regeneration | 5.2939270709152 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 21 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 45 |
| Crit Chance | 32% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 45 |
| Crit Chance | 31% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Light | +15% |
| Nature | +44% |
| Darkness | +3% |
| Cold | +15% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +5% |
| Arcane | +10% |
| Mind | +20% |
| Physical | +11% |
Defense: Base
| Armour (hardiness) | 36 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 18 |
| Physical Save | 29 |
| Spell Save | 35 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 35%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 13%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Bleed Resistance | 88% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 48% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 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 | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 black mamba head. * You've found the needed minotaur nose. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed skeleton mage skull. | active |
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. | active |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Stealth +4 ---------- misc Light +1 Talents +2 Moss Tread Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Ulfegar' 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +3% mind +12% light ----- def ----- Resists +1% physical Max.HP +40.00 ---------- misc Light +6 See.Stealth +6 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. |
| On head | Windire (30 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Dmg.mod +30% nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +3 Defense +30 (+10 eff.) Fatigue +3% ---------- misc Stam/turn +3.00 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A cap made of leather. |
| On hands | Mayoth the Murksquall (0 def, 2 armour) 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Melee+ 10 acid Dmg.mod +5% acid +3% darkness Res.pen +10% mind ----- def ----- Armour +2 Resists +8% acid ---------- misc Equi/ret +0.16 Talents +3 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Marduldir' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Res.pen +11% physical Apr +2 ----- def ----- Armour +4 Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isotta the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Spell.pwr +30 (+6 eff.) S.pwr/crit +4 ----- def ----- Resists +12% lightning +6% physical +6% temporal Crit.dmg- 10.00% Spell.save +14 (+6 eff.) ---------- misc Max.stam +28.00 Rings make your fingers look great! |
| On fingers | Dawnwolf the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% light Res.pen +5% darkness Melee Ret 6 light On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Resists +22% nature +3% light Rings make your fingers look great! |
| Around neck | Glowtouch0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Resists +10% blight +11% nature +9% light +12% acid Poison- +22% Disease- +24% Amulets make your neck look great! |
| In main hand | wrathful pulsing mindstar of resolve (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +10% Mind.pwr +8 (+3 eff.) ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +1.00 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. |
| Around waist | Delykalthorion the Kindlesteel1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +7% ----- def ----- Armour +8 Phys.save +6 (+3 eff.) Die.at -40.00 life Heal.mod +10% Disease- +10% ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | thorny mindstar 'Ravenoracle' (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 cold On Hit.r1 +16 cold On Crit.r2 +4 darkness While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +3% nature +12% acid Res.pen +10% darkness ----- def ----- Resists +6% blight Disease- +18% ---------- 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 | Adumibreth the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +10% mind Acc +5 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% nature +10% cold Die.at -40.00 life Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Drulatharand' (42 def, 15 armour) 9.0 T4 light armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Res.pen +10% arcane ----- def ----- Armour +15 Defense +42 (+14 eff.) Fatigue +8% Resists +6% acid +5% physical +6% mind Phys.save +14 (+7 eff.) Die.at -80.00 life HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 151% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 133% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 68%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 185% / cooldown 76%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 185% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (die at -180; dur 6; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 6 turns. While Heroism is active, you will only die when reaching -180 life. The duration and life will increase by 1% for every 1% life you have lost (currently 545 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 488%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 488% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 493%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 493% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 118; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 118 life over 5 turns. 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 nature talent. |
regeneration infusion of the psychic (heal 329; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 155; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. 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 nature talent. |
wild infusion of the psychic (res 31%; magical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 26%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 26% 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 21%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 21%; mental; dur 3; cd 13)0.1 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 mental effect and reduce all damage taken by 21% for 3 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 nature talent. Press to compare to your current inscriptions |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earurechak the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +11 Cun dps ---------- Mind.crit +2% ----- def ----- Phys.save +11 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+4 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Amulets make your neck look great! |
insulating copper amulet of mastery (0.11 Wild-gift / Fungus)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% fire +10% cold ---------- misc Masteries +0.11 Wild-gift/Fungus Amulets make your neck look great! |
starlit copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% light +11% darkness Blind- +33% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Malen0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Dmg.mod +6% arcane +6% temporal Melee Ret 6 temporal ----- def ----- Fatigue -6% Resists +3% temporal Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+4 eff.) HP.reg +2.00 Amulets make your neck look great! |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% mind Confus- +26% Amulets make your neck look great! |
clarifying steel amulet of strength (+3) =str 3=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
grounding steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +26% Amulets make your neck look great! |
insulating steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% cold +11% fire Amulets make your neck look great! |
mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +10% Amulets make your neck look great! |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +6 (+4 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +26% Knockbk- +25% Amulets make your neck look great! |
Gleamstake0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +3% cold Res.pen +25% light ----- def ----- Resists +15% light ---------- misc Masteries +0.21 Wild-gift/Slime Amulets make your neck look great! |
warrior's gold amulet of perfection (0.21 Wild-gift / Eyal's fury,0.21 Steamtech / Chemistry)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.30 Masteries +0.21 Wild-gift/Eyal's fury +0.21 Steamtech/Chemistry Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
rogue's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Cun dps ---------- Acc +7 (+5 eff.) Apr +8 ----- def ----- Defense +14 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 131% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +12 (+4 eff.) Confus- +20% Rings make your fingers look great! |
Bethassra the steel ring =str 6 con 6=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +9% acid +6% blight +3% nature +12% lightning Mind.save +3 (+1 eff.) Stun/Frz- +10% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.30 cold and 17.66 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Manustir'0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% blight +3% mind Phys.save +12 (+6 eff.) Max.HP +24.00 Disease- +20% Disarm- +20% Pinning- +27% Knockbk- +43% Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Shinewrack the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% mind Melee Ret 6 temporal ----- def ----- Resists +12% temporal +15% mind +9% light Max.HP +34.00 Disarm- +42% Pinning- +31% Knockbk- +37% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
warrior's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Str ----- def ----- Armour +12 Mind.save +12 (+4 eff.) Confus- +27% Rings make your fingers look great! |
protector's thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +4% all Phys.save +4 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of balance (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+4 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen robe 'Doursage' (0 def, 0 armour) =str 4 con 4=2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness +7% all ---------- misc Light +3 See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of protection (4 def, 3 armour)2.0 T3 cloth armor [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +11% all Phys.save +21 (+10 eff.) Poison- +23% Disease- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's cured leather armour of the deep (10 def, 5 armour) =str 5 water=9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +7% Resists +7% acid +5% cold Phys.save +7 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Galakan =str 2=1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% arcane Acc +20 (+11 eff.) ----- def ----- HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Adeda1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Apr +4 ----- def ----- Armour +4 Resists +9% cold +5% physical Crit.dmg- 10.00% Mind.save +23 (+8 eff.) Pinning- +20% ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
Oletir (1 def, 0 armour) =str 2/ con 2=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Defense +1 (+0 eff.) Resists +6% acid Spell.save +6 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.04 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Mag +3 Wil +3 Con ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+4 eff.) Max.HP +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +24.00 A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (58 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (99 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
hardened leather gloves 'Glintshaper' (0 def, 2 armour) =str 4=1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 9 cold Dmg.mod +6% light +5% cold Acc +10 (+6 eff.) ----- def ----- Armour +2 Resists +7% cold +12% mind +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erythad (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Mind.crit +3% Crit.mult +5.00% Dmg.mod +12% physical Acc +12 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Mind.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Psi/ret +0.08 Hate/m.crit +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Kindlethorn' (0 def, 1 armour) =str 5=2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% arcane +5% cold ---------- misc Light +3 A cap made of leather. |
rough leather cap of might (0 def, 1 armour) =str 2 con 3=2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Velemira the hardened leather cap (10 def, 9 armour) =str 12=2.0 T3 head armor [Rare] Master While equipped: Stats +12 Str +8 Dex +4 Con dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +15 (+6 eff.) Melee Ret 4 physical ----- def ----- Armour +9 Defense +10 (+3 eff.) Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 106.6 Physical damage. If the attack hits, the target is confused (29% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
356 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 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.(131 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron pickaxe of endurance (dig speed 38 turns) =str 3=3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
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. |
Manaderach the Duskfist [power 245] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +9% darkness Res.pen +20% darkness +10% cold ----- def ----- Resists +6% cold Blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Oozedooze the Thalore Oozemancer level 14
23rd Dusk 122nd year of Ascendancy at 10:05 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Oozedooze the Thalore Oozemancer level 22
2nd Allure 123rd year of Ascendancy at 12:21 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Oozedooze the Thalore Oozemancer level 19
1st Decay 122nd year of Ascendancy at 05:33 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Oozedooze the Thalore Oozemancer level 10
6th Mirth 122nd year of Ascendancy at 02:47 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Oozedooze the Thalore Oozemancer level 20
2nd Decay 122nd year of Ascendancy at 09:20 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Oozedooze the Thalore Oozemancer level 18
74th Haze 122nd year of Ascendancy at 13:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Oozedooze the Thalore Oozemancer level 10
7th Mirth 122nd year of Ascendancy at 15:56 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Oozedooze the Thalore Oozemancer level 22
6th Regrowth 123rd year of Ascendancy at 02:10 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Oozedooze the Thalore Oozemancer level 17
55th Haze 122nd year of Ascendancy at 03:53 see stats
Log
Polynor the ogre mauler uses Hateful Whisper.
Oozedooze has heard the hateful whisper!
Oozedooze is lost in madness!
Polynor the ogre mauler hits Oozedooze for 175 mind damage.
The shield around Polynor the ogre mauler crumbles.
Oozedooze's Slime Spit hits Polynor the ogre mauler for (44 absorbed), 141 nature (141 total damage).
Agony from Polynor the ogre mauler hits Oozedooze for 50 mind damage.
Oozedooze is confused and fails to use Call of the Ooze.
Polynor the ogre mauler uses Agony.
Polynor the ogre mauler's mind surges with critical power!
Talent Oozebeam is ready to use.
Oozedooze shares damage with his oozes!
Agony from Polynor the ogre mauler hits Oozedooze for 32 mind damage.
Oozedooze is confused and fails to use Call of the Ooze.
Bloated ooze has heard the hateful whisper!
Shadow performs a melee critical strike against Oozedooze!
Oozedooze's nature damage is more potent.
Oozedooze shares damage with his oozes!
Hateful Whisper from Polynor the ogre mauler hits Bloated ooze for 176 mind damage.
Agony from Polynor the ogre mauler hits Oozedooze for 40 mind damage.
Melee retaliation hits Shadow for 7 light, 18 acid (25 total damage).
Shadow hits Oozedooze for 42 physical damage.
Polynor the ogre mauler uses Reproach.
Polynor the ogre mauler's mind surges with critical power!
Hateful Whisper from Polynor the ogre mauler killed Bloated ooze!
Polynor the ogre mauler hits Bloated ooze for 320 mind damage.
Polynor the ogre mauler hits Oozedooze for 713 mind damage.
Oozedooze the level 26 thalore oozemancer was psyched to death by Polynor the ogre mauler on level 5 of Dark crypt.



























































































































