













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 40 / 67% |
Size | medium |
Lifes / Deaths | Killed by SLIMY at level 19 on the 9th Haze 122nd year of Ascendancy at 10:55 5 / 2Killed by Cyrawe the elven warrior at level 26 on the 10th Allure 123rd year of Ascendancy at 16:57 |
Antimagic | Follower |
Primary Stats
Strength | 22 (base 12) |
Dexterity | 16 (base 10) |
Constitution | 75 (base 40) |
Magic | 10 (base 10) |
Willpower | 120.51866940371 (base 60) |
Cunning | 80.889002052786 (base 60) |
Resources
Life | 1593/1593 |
Equilibrium | 91 |
Healing Factor | 1.7979591836735 |
Regeneration | 47.888371580334 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 56.214825681536 |
See Invisible | 56.214825681536 |
Offense: Mainhand
Damage | 108 |
Accuracy | 65 |
Crit Chance | 28% |
APR | 80 |
Speed | 1.00 |
Offense: Offhand
Damage | 105 |
Accuracy | 65 |
Crit Chance | 28% |
APR | 80 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Nature | +126% |
Darkness | +25% |
Cold | +32% |
Fire | +21% |
Mind | +41% |
All | 0% |
Offense: Damage Penetration
Acid | +44% |
Lightning | +5% |
Fire | +10% |
Darkness | +15% |
Cold | +20% |
Physical | +15% |
Mind | +14% |
Nature | +100% |
Defense: Base
Armour (hardiness) | 54 (60%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 46 |
Mental Save | 58 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 68%( 70%) |
Cold | + 70%( 70%) |
All | + 66%( 70%) |
Lightning | + 70%( 70%) |
Light | + 67%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 69%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 76% |
Knockback Resistance | 52% |
Stun Resistance | 60% |
Pinning Resistance | 70% |
Poison Resistance | 76% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 858% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Moss | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Effects
talent | Acidic Soil |
talent | Acidic Skin |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 40%. Pain Suppression |
beneficial effect | Acid damage increased by 6%. Corrosive Nature |
beneficial effect | You gain 35% resistance against fire. Resolve |
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 failed to protect the lone alchemist from death by Emelatha the bee swarm. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Cyrybeth the xaren. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by luminous horror. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by SLIMY. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by SLIMY. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by Silera the barrow wight. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 467. | 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. | active |
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. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +5 Resists +3% temporal +23% fire +3% light +12% cold Mind.save +6 (+2 eff.) Die.at -40.00 life Max.HP +80.00 Disarm- +20% Stun/Frz- +10% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+4 eff.) Dmg.mod +9% fire ----- def ----- Resists +6% temporal ---------- misc Max.psi +10.00 Light +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 | ![]() 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 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.8 Pwr.cost 35 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 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. 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. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +3 Wil +3 Con ----- def ----- Armour +7 Fatigue +5% Mind.save +7 (+2 eff.) Max.HP +68.00 Disarm- +42% ---------- misc Masteries +0.20 Technique/Grappling 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. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature Res.pen +10% nature +10% fire Melee Ret 10 fire On Hit (Melee): * 10% chance to slow global speed by 70% ----- def ----- Resists +12% fire Max.HP +39.00 Disarm- +40% Pinning- +46% Knockbk- +32% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Con dps ---------- Crit.mult +10.00% Dmg.mod +27% nature Res.pen +10% nature +15% physical Apr +2 ----- def ----- Resists +36% nature Phys.save +20 (+7 eff.) Die.at -20.00 life HP.reg +6.00 Stun/Frz- +50% ---------- misc Max.stam +10.00 Rings can have magical properties. This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +5 Wil dps ---------- Acc +10 (+5 eff.) Melee Ret 8 blight ----- def ----- Resists +6% cold Max.HP +80.00 Knockbk- +20% ---------- misc Mana/s.crit +1.00 Masteries +0.24 Wild-gift/Harmony Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 91% Wil, 54% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +73 Crit +5.0% Atk.spd 100% On Hit.r1 +8 lightning While equipped: Stats +11 Cun dps ---------- Mind.crit +5% Crit.mult +24.00% Mind.pwr +18 (+4 eff.) Melee+ 17 cold Dmg.mod +25% darkness +20% mind +20% cold +8% nature +12% fire Res.pen +5% lightning +20% cold +14% mind +15% darkness ----- def ----- Armour +19 Resists +7% blight +20% cold +6% lightning +3% temporal Crit.dmg- 15.00% Mind.save +6 (+2 eff.) Blind- +10% Disease- +22% Pinning- +24% ---------- misc Max.hate +9.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Str +4 Dex +4 Wil +4 Cun ----- def ----- Phys.save +13 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +13 (+3 eff.) Max.HP +30.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 15.5 - 17.1 Nature Uses 91% Wil, 54% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +73 Crit +5.0% Atk.spd 100% Melee+ +4 cold While equipped: Stats +15 Wil dps ---------- Mind.crit +5% Mind.pwr +18 (+4 eff.) Melee+ 10 lightning 5 physical 10 fire 10 cold 10 acid Dmg.mod +18% nature +12% cold Res.pen +8% nature ----- def ----- Resists +19% lightning +10% physical +10% acid +9% nature +7% blight +8% fire +6% arcane +10% cold Spell.save +12 (+4 eff.) Max.HP +20.00 Heal.mod +15% Disease- +44% ---------- misc Masteries +0.20 Wild-gift/Harmony 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. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +8 Con dps ---------- Phys.crit +2.0% Acc +17 (+8 eff.) Apr +5 ----- def ----- Armour +4 Defense +16 (+8 eff.) Fatigue -5% Max.HP +48.00 ---------- misc Max.stam +15.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 488 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 4 light, 4 blight, 4 fire, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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 632.07 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str dps ---------- Phys.pwr +30 (+11 eff.) Dmg.mod +6% blight +15% physical Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 33% * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Die.at -80.00 life Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Dex +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +15% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold +9% light +11% fire Res.pen +10% cold ----- def ----- Resists +6% cold +22% fire Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +11% nature ----- def ----- Defense +10 (+5 eff.) Resists +22% nature Crit.dmg- 5.00% ---------- misc Infravis +1 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 28.76 cold and 21.79 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. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Melee+ 48 light Ranged+ 52 light Dmg.mod +31% light ----- def ----- Resists +3% blight +5% arcane +3% light Max.HP +112.00 Silence- +20% Disarm- +32% Pinning- +28% Knockbk- +38% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +12% mind ----- def ----- Armour +6 Resists +12% mind Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Rare] Master Power 41.5 - 62.3 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +9 Str +3 Mag +3 Con dps ---------- Dmg.mod +18% cold +15% fire Acc +14 (+7 eff.) Melee Ret 4 fire ----- def ----- Defense +19 (+9 eff.) Disarm- +46% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Psionic Power 29.0 - 37.7 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 blight On Hit.r1 +8 acid On Hit: 20% Epidemic 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Disease- +10% Sharp, short and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 42 [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+3 eff.) Rush: Level 3.0 Pwr.cost 15 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. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 arcane While equipped: Stats +1 Mag dps ---------- Mind.crit +2% Mind.pwr +11 (+3 eff.) S.pwr/crit +4 ----- def ----- Max.HP +12.00 HP.reg +0.50 ---------- misc Vim/s.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 physical While equipped: Stats +2 Wil +3 Cun +2 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +7 (+2 eff.) ----- def ----- Armour +6 Spell.save +3 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% 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 (+2 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 376.38 mind damage (based on Willpower) to all within radius 5. Uses 40 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 [Random Unique] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +4 mind While equipped: dps ---------- Mind.crit +18% Mind.pwr +8 (+2 eff.) Melee+ 7 lightning 6 physical 6 cold 5 acid 6 fire Dmg.mod +9% acid +3% mind Melee Ret 4 mind ----- def ----- Resists +6% lightning +6% physical +6% cold +5% fire +18% mind +9% acid Mind.save +7 (+2 eff.) ---------- misc Psi/turn +1.00 Hate/m.crit +3.00 Psi/m.crit +4.00 Max.hate +6.00 Max.psi +23.00 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 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +42.00 HP.reg +0.90 ---------- misc Hate/m.crit +3.00 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. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 26 Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +5 (+1 eff.) Dmg.mod +6% darkness Res.pen +15% mind Melee Ret 4 darkness ----- def ----- Resists +7% fire +6% cold A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.crit +10% Crit.mult +14.00% Spell.pwr +5 (+5 eff.) Dmg.mod +7% arcane +3% temporal Res.pen +7% arcane +10% temporal Melee Ret 4 temporal ----- def ----- Defense +2 (+1 eff.) Resists +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +52.00 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 +4 Str +4 Mag +5 Cun +2 Con dps ---------- Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Defense +2 (+1 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 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Crit.mult +10.00% Dmg.mod +8% lightning +10% physical +9% acid +11% cold On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +9% lightning +9% acid +8% cold +5% arcane +9% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +6 Wil +5 Con dps ---------- Spell.crit +2% Crit.mult +15.00% Phys.pwr +6 (+3 eff.) Spell.pwr +30 (+20 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +9% acid +3% nature +8% blight Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% Spell.save +3 (+1 eff.) Disease- +42% ---------- misc Max.mana +80.00 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 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. |
![]() 3.0 T5 head armor [Rare] Nature While equipped: Stats +7 Str +6 Dex +6 Cun +12 Con dps ---------- Phys.pwr +10 (+4 eff.) Acc +10 (+5 eff.) ----- def ----- Armour +5 Defense +20 (+10 eff.) Fatigue +5% Resists -28% light +3% fire Phys.save +6 (+2 eff.) Max.HP +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T4 massive armor Reqs - Massive armour training Str 48 [Rare] Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +2% S.pwr/crit +4 Dmg.mod +15% acid +15% mind Res.pen +20% acid ----- def ----- Armour +13 Fatigue +22% Spell.save +9 (+3 eff.) Max.HP +52.00 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+8 eff.) Rng.Def +17 (+8 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 69.71 to 87.14 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T4 arrow ammo Reqs Dex 24 [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 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 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 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 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +3% acid ----- def ----- Resists +12% light +3% acid Max.HP +41.00 ---------- 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. |
![]() 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 Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. This item has been sent to the Item's Vault. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% light ----- def ----- Resists +3% mind Sting an enemy dealing 859 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. 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. |
![]() 1.0 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. |
![]() 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. |
Achievements
By SLIMY the Cornac Oozemancer level 38
64th Pyre 123rd year of Ascendancy at 20:28 see stats
By SLIMY the Cornac Oozemancer level 38
63rd Pyre 123rd year of Ascendancy at 02:56 see stats
By SLIMY the Cornac Oozemancer level 30
38th Regrowth 123rd year of Ascendancy at 06:49 see stats
By SLIMY the Cornac Oozemancer level 18
65th Dusk 122nd year of Ascendancy at 19:31 see stats
By SLIMY the Cornac Oozemancer level 39
70th Pyre 123rd year of Ascendancy at 00:28 see stats
By SLIMY the Cornac Oozemancer level 31
48th Regrowth 123rd year of Ascendancy at 03:03 see stats
By SLIMY the Cornac Oozemancer level 21
19th Haze 122nd year of Ascendancy at 22:11 see stats
By SLIMY the Cornac Oozemancer level 21
20th Haze 122nd year of Ascendancy at 17:54 see stats
By SLIMY the Cornac Oozemancer level 33
64th Regrowth 123rd year of Ascendancy at 12:03 see stats
By SLIMY the Cornac Oozemancer level 10
3rd Summertide 122nd year of Ascendancy at 11:35 see stats
By SLIMY the Cornac Oozemancer level 20
10th Haze 122nd year of Ascendancy at 04:57 see stats
By SLIMY the Cornac Oozemancer level 30
35th Regrowth 123rd year of Ascendancy at 07:03 see stats
By SLIMY the Cornac Oozemancer level 40
70th Pyre 123rd year of Ascendancy at 00:28 see stats
By SLIMY the Cornac Oozemancer level 18
41st Dusk 122nd year of Ascendancy at 23:27 see stats
By SLIMY the Cornac Oozemancer level 31
46th Regrowth 123rd year of Ascendancy at 08:05 see stats
By SLIMY the Cornac Oozemancer level 40
70th Pyre 123rd year of Ascendancy at 06:05 see stats
By SLIMY the Cornac Oozemancer level 29
31st Regrowth 123rd year of Ascendancy at 00:12 see stats
By SLIMY the Cornac Oozemancer level 25
5th Allure 123rd year of Ascendancy at 10:02 see stats
By SLIMY the Cornac Oozemancer level 22
21st Haze 122nd year of Ascendancy at 16:47 see stats
By SLIMY the Cornac Oozemancer level 14
14th Dusk 122nd year of Ascendancy at 22:52 see stats
By SLIMY the Cornac Oozemancer level 37
63rd Pyre 123rd year of Ascendancy at 00:28 see stats
Log
Talent Oozebeam is ready to use.
Acid Splash is still on cooldown for 5 turns.
SLIMY uses Oozebeam.
SLIMY hits Golem (servant of Emalewe the weaver young) for 769 nature damage.
SLIMY killed Golem (servant of Emalewe the weaver young)!
SLIMY attunes to the damage.
SLIMY HEALS from fire damage!
Pamut the daelach's firestorm hits SLIMY's mucus ooze for 35 fire damage.
Pamut the daelach's firestorm hits SLIMY's mucus ooze for 35 fire damage.
Pamut the daelach's firestorm hits SLIMY for (10 antimagic), 0 fire, 14 healing (0 total damage) [14 healing].
SLIMY is no longer one with nature.
Talent Acidbeam is ready to use.
SLIMY picks up (G.): Elenaruirin the stralite plate armour (0 def, 13 armour).
SLIMY picks up (K.): 74 alchemist agate.
Pamut the daelach's firestorm hits SLIMY's mucus ooze for 35 fire damage.
Pamut the daelach's firestorm hits SLIMY's mucus ooze for 35 fire damage.
Pamut the daelach's firestorm hits SLIMY for (10 antimagic), 0 fire (0 total damage).
SLIMY's nature damage is no longer so potent.
SLIMY deactivates Antimagic Shield.
SLIMY deactivates Psiblades.
SLIMY's acid damage is no longer so potent.
SLIMY is no longer attuned.
SLIMY deactivates Unstoppable Nature.
The skin of SLIMY starts dripping acid.
SLIMY deactivates Mitosis.
SLIMY deactivates Acidic Soil.
SLIMY feels pain again.