












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Campaign Planning 1.2.2 (1.7.0)A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
Mannendake's Improved Auto-explore and Rest 3.5.2 (1.7.2)Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Particle Cleanup 1.1.4 (1.7.0)An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.0.0 (1.7.0)If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.3.2 (1.7.0)Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
Planning for Class 1.0.0 (1.7.0)A companion piece to Talent Point Planner; adds talent sources for various classes provided by other addons. Currently supported:
Embers of Rage 1.1.10 (1.7.4)Official 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 17.8.2 (1.7.4)Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tinker Tinkering 1.7.2 (1.7.0)A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 2.1.1 (1.7.5)This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Forbidden Cults 1.0.12 (1.7.4)Official 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.
Tinker Gem Flexibility 1.0.0 (1.7.0)Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Select your Escorts 2.3.1 (1.7.0)Allows 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. Technomancy Tweaks 1.3.1 (1.7.0)Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Showing Items Tier in Inventory 1.1.0 (1.7.2)This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Planned Evolution 1.2.0 (1.7.0)A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Better Item Description 1.3.3 (1.7.4)This 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 Visibly Distinct Subvaults 1.0.0 (1.7.0)Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Krog |
| Class | Oozemancer |
| Level / Exp | 50 / 950% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 113 (base 55) |
| Dexterity | 46 (base 11) |
| Constitution | 96 (base 51) |
| Magic | 33 (base 14) |
| Willpower | 143.17831832123 (base 62) |
| Cunning | 128 (base 66) |
Resources
| Life | 1851/1851 |
| Steam | 100/100 |
| Equilibrium | 91 |
| Psi | 233/233 |
| Healing Factor | 1.4850153550371 |
| Regeneration | 27.010049367315 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 6 |
| See Stealth | 78.806125894796 |
| See Invisible | 68.806125894796 |
Offense: Mainhand
| Damage | 203 |
| Accuracy | 66 |
| Crit Chance | 49% |
| APR | 104 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 182 |
| Accuracy | 66 |
| Crit Chance | 49% |
| APR | 106 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.6 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 89 |
| Crit Chance | 89% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Light | +40% |
| Nature | +80% |
| Cold | +20% |
| Lightning | +26% |
| Mind | +26% |
| All | +11% |
Offense: Damage Penetration
| Acid | +57% |
| Nature | +92% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40 (84.823135475018%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 70 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 48%( 70%) |
| Cold | + 40%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 51%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 69%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 37% |
| Poison Resistance | 71% |
| Blind Resistance | 71% |
| Disarm Resistance | 100% |
| Bleed Resistance | 71% |
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 820 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 216% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 227% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Slime | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mucus | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)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 talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 566. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Pinning- +20% Stun/Frz- +40% Knockbk- +20% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Metallic Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 19 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | nightwalker's alchemist's lamp of the zealot 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Dmg.mod +20% light ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +9 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bloomrace (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +13 Str +11 Cun +4 Con dps ---------- Mind.crit +4% Phys.pwr +5 (+1 eff.) Dmg.mod +9% nature ----- def ----- Armour +5 Fatigue +5% Phys.save +17 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Hate/m.crit +1.00 Metallic Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 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 796.1 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Metallic Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 209.79 arcane damage and stunned). Uses 59 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | steel torque of psionic shield 'Frozenstinger' [power 45] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +5 Wil dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% cold ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Freezeonslaught0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +7 (+0 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +6% cold +9% light +4% all ----- def ----- Fatigue -5% Resists +9% cold ---------- misc Max.enc +24 Rings make your fingers look great! |
| On fingers | Velutha the stralite ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex +6 Wil +9 Cun +5 Con dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Crit.chn- 5.00% Spell.save +14 (+3 eff.) Mind.save +10 (+2 eff.) Confus- +37% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
| Around neck | Feathersteel Amulet =+25% spd=0.1 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. |
| In main hand | Eyal's Will (22-24 power, 85 apr, nature damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 121% Wil, 40% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 83 damage and reducing their armor While equipped: Stats +20 Wil dps ---------- Mind.crit +9% Mind.pwr +36 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 164.57 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | monstrous hardened leather belt of burglary 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +4 Cun +3 Con +7 Lck dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Fatigue -20% Phys.save +7 (+2 eff.) Stealth +8 ---------- misc T.Disarm +9 Max.enc +50 Infravis +4 Size +1 A belt that goes around your waist. |
| In off hand | wrathful living mindstar of disruption (15-17 power, 87 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 15.5 - 17.1 Nature Uses 102% Wil, 61% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +87 Crit +5.0% Atk.spd 100% Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * splashes acid on your target dealing 83 damage and reducing their armor While equipped: dps ---------- Mind.crit +15% Mind.pwr +20 (+4 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +5.00 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. |
| Cloak | cashmere cloak 'Skynull' (2 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +6 Str +6 Dex +2 Cun +6 Con dps ---------- Dmg.mod +15% lightning Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +9% acid +30% lightning Spell.save +8 (+2 eff.) Stun/Frz- +50% ---------- misc Stam/turn +0.90 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +10 Str +10 Dex +10 Mag +14 Wil +10 Cun +15 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+2 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
medical injector implant of the sneak (efficiency 169% / cooldown 75%)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 169% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 111% / cooldown 55%)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 111% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 78 steam. 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 titan (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.0 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (speed 950%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 950% 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. 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 sneak (speed 789%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 789% 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 Cunning 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 649; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 649 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 455; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 455 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 18%; magical, physical; dur 2; cd 10)0.1 infusion scroll [Normal] 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 magical and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental; dur 4; cd 10)0.1 infusion scroll [Normal] 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 mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 sneak (res 40%; 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 40% for 3 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. |
wild infusion of the sneak (res 41%; 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 41% for 3 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. |
wild infusion of the warrior (res 38%; mental; dur 3; cd 12)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 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 38% 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. |
Rune of Reflection (--) =T3 fodder=0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 35. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower.Metallic Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Metallic Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Metallic Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Ashtrail the copper amulet0.1 T1 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Resists +3% lightning +9% cold +11% blight +3% fire +11% nature +6% mind Poison- +20% Disease- +21% Amulets make your neck look great! |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
starlit steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% light +10% darkness Blind- +24% Amulets make your neck look great! |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Branorayon the gold amulet0.1 T3 amulet jewelry [Random Unique] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal Phys.save +13 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +16 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Mindstar mastery +0.20 Wild-gift/Moss Amulets make your neck look great! |
gold amulet 'Xymith'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Wil dps ---------- Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Resists +3% blight +3% temporal +5% arcane Crit.chn- 10.00% Amulets make your neck look great! |
Cyrygayamina the Morningraze0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Mag dps ---------- Crit.mult +19.00% Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +8% physical Res.pen +25% arcane +15% darkness +10% light Acc +9 (+5 eff.) Apr +17 On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Resists +5% arcane +9% light Amulets make your neck look great! |
voratun amulet of perfection (0.40 Wild-gift / Slime,0.40 Wild-gift / Fungus)0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.40 Wild-gift/Slime +0.40 Wild-gift/Fungus Amulets make your neck look great! |
voratun amulet of vision0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 Sight +2 See.Invis +12 Amulets make your neck look great! |
wanderer's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Dex +6 Cun +7 Con dps ---------- Crit.mult +17.00% Mov.spd +10% Acc +7 (+4 eff.) Apr +16 ----- def ----- Fatigue -7% HP.reg +4.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
warmaker's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +8 Dex +8 Wil ----- def ----- Blind- +14% ---------- misc Infravis +6 Sight +2 See.Invis +5 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Elomithra the Lightgasher =-25% conf +3 lite=0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +5% arcane Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) HP.reg +4.00 Confus- +25% Pinning- +10% ---------- misc Light +3 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 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 30 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. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from 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 3 tidal wave that expands slowly over 7 turns, dealing 28.31 cold and 26.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 35 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate =T2 fodder=0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% nature Acc +8 (+4 eff.) ----- def ----- Resists +22% nature Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +28% Rings make your fingers look great! |
treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +7 (+4 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Resists +6% nature +7% blight Poison- +12% Disease- +12% Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Turedin the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% Dmg.mod +12% physical Acc +25 (+10 eff.) Apr +2 ----- def ----- Armour +12 Resists +12% physical Rings make your fingers look great! |
gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Acc +9 (+5 eff.) Apr +10 ----- def ----- Defense +10 (+4 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +16 (+7 eff.) Apr +11 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
warrior's gold ring of lightning (+22%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Resists +22% lightning Rings make your fingers look great! |
warrior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +9 (+5 eff.) Apr +9 ----- def ----- Armour +8 Defense +9 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
Aeragorn0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Crit.mult +15.00% Phys.pwr +13 (+3 eff.) Spell.pwr +13 (+1 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +30% mind Res.pen +15% temporal Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ---------- misc Equi/ret +0.20 Max.psi +40.00 Rings make your fingers look great! |
Beledheldalaith the stralite ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +7 Wil +8 Cun +4 Con dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Armour +10 Resists +3% darkness +12% temporal Spell.save +16 (+4 eff.) Die.at -40.00 life Max.HP +60.00 ---------- misc Max.stam +33.00 Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Gunibers the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +2 Dex +13 Mag +8 Wil +7 Cun +1 Con dps ---------- Phys.crit +3.0% Spell.pwr +25 (+2 eff.) Apr +1 ----- def ----- Armour +18 Resists +6% mind Crit.chn- 15.00% Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
gladiator's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +14 (+3 eff.) Acc +7 (+4 eff.) Apr +12 ----- def ----- Defense +17 (+6 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Max.HP +40.00 HP.reg +12.00 Heal.mod +19% Rings make your fingers look great! |
voratun ring 'Offalshaper'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +5 Con dps ---------- Dmg.mod +12% nature Res.pen +10% blight +10% nature On Hit (Melee): * 20% chance to slow global speed by 75% * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Spell.save +31 (+8 eff.) HP.reg +6.00 Stun/Frz- +42% ---------- misc Max.stam +31.00 Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+3 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 117 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
blighted dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +14% Spell.pwr +38 (+3 eff.) Dmg.mod +30% darkness ---------- misc Vim/s.crit +4.00 Max.mana +102.00 Max.vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of breaching (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+1 eff.) Dmg.mod +30% darkness Res.pen +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun greatmaul of crippling (65-98 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Master Power 65.5 - 98.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Metallic Massive two-handed mauls. |
hateful voratun greatsword of erosion (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature/Psionic Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 nature +23 darkness Against +23% Living Metallic Massive two-handed swords. |
stormbringer's voratun longsword (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 lightning +22 cold While equipped: dps ---------- Mov.spd +50% Res.pen +21% lightning +21% cold Metallic Sharp, long, and deadly. |
warbringer's voratun longsword (45-62 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +35% Metallic Sharp, long, and deadly. |
arcing voratun mace of corruption (44-61 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Metallic Blunt and deadly. |
warbringer's voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +30% Metallic One-handed war axes. |
chilling voratun dagger of the mystic (37-48 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +25 cold While equipped: Stats +6 Mag +11 Wil dps ---------- Spell.pwr +12 (+1 eff.) Metallic Sharp, short and deadly. |
Eye of the Wyrm (16-17 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Resists +10% acid +10% physical +10% cold +10% fire +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 5.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 298.36 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Seeds of the Black Tree (17-18 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+1 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
dreamer's pulsing mindstar of balance (13-14 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: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Resists +18% mind Phys.save +5 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Psi/turn +0.70 Equi/ret +1.60 Max.psi +24.00 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. |
honing pulsing mindstar of storms (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic 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: Stats +4 Str +5 Dex +4 Mag +5 Wil +7 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 10 lightning Dmg.mod +12% lightning +6% physical Res.pen +11% lightning +4% physical ----- def ----- Resists +8% lightning +6% physical ---------- 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. |
inquisitor's pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 13.0 - 14.3 Mind 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% On Crit: * Deals 137 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- 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. |
mitotic pulsing mindstar of clarity (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +10.5% Atk.spd 100% On Hit: * 14% chance to slow global speed by 75% * 14% chance to reduce armor by 11% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Max.psi +26.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
projecting pulsing mindstar of storms (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 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 Str +5 Dex +2 Mag +3 Wil +4 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 lightning Dmg.mod +15% lightning +6% fire +10% cold Res.pen +12% lightning ----- def ----- Resists +9% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
resonating pulsing mindstar of venom (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic 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 +8 (+2 eff.) Melee+ 13 acid Dmg.mod +6% mind +12% acid Res.pen +6% mind +9% acid ----- def ----- Resists +6% mind +12% acid Dmg.Resnn +15% HP.reg +2.00 ---------- misc Psi/ret +1.30 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. |
wyrm's pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 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 +8 (+2 eff.) Melee+ 3 lightning 4 physical 2 fire 6 acid 7 cold ----- def ----- Resists +2% lightning +4% physical +3% cold +5% fire +3% acid ---------- 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. |
epiphanous living mindstar of storms (17-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +2 Mag +4 Wil +4 Cun +7 Con dps ---------- Mind.crit +9% Mind.pwr +13 (+3 eff.) Melee+ 14 lightning Dmg.mod +12% lightning +21% mind Res.pen +20% lightning ----- def ----- Resists +7% lightning ---------- misc Psi/m.crit +4.00 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. |
hateful living mindstar of life (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +18% mind +23% darkness Res.pen +11% mind +14% darkness ----- def ----- Max.HP +41.00 HP.reg +1.50 ---------- misc Max.hate +7.00 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. |
inquisitor's living mindstar of venom (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 137 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 11 acid Dmg.mod +11% acid Res.pen +14% acid ----- def ----- Resists +7% acid HP.reg +3.00 ---------- 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. |
projecting living mindstar of storms (15-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +4 Mag +6 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 9 lightning Dmg.mod +25% lightning +15% fire +16% cold Res.pen +9% lightning ----- def ----- Resists +9% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
shocking voratun steamsaw of the stars (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Nature/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +93 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Cun +8 Mag dps ---------- Melee+ 20 lightning Dmg.mod +20% light +14% darkness Melee Ret 12 lightning ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +17% light +17% darkness ---------- misc Talents +3 Block Metallic Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
caustic voratun steamgun of piercing4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +19 acid +34 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +20% acid +18% nature +14% all Acc +23 (+9 eff.) Apr +24 Metallic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego++] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +15% physical Metallic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
impervious voratun shield of fire resistance (+26%) (0 def, 22 armour, 314 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con ----- def ----- Armour +22 Fatigue +8% Resists +26% fire Phys.save +15 (+4 eff.) ---------- misc Talents +1 Block Metallic Handheld deflection devices. |
woollen robe 'Erelydar' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Resists +12% acid +3% temporal +9% blight +21% nature +9% all Die.at -20.00 life Poison- +20% Confus- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +6 Str +4 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +12% physical +11% cold ----- def ----- Resists +14% blight +7% cold +7% lightning +11% all Max.HP +51.00 HP.reg +2.90 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
silk robe 'Cuthinik' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +6 Con dps ---------- Mind.crit +3% Mind.pwr +9 (+2 eff.) Dmg.mod +24% physical +33% nature +16% darkness Res.pen +15% darkness +9% physical ----- def ----- Resists +3% mind +34% nature +13% all Spell.save +9 (+2 eff.) Poison- +44% Disease- +32% ---------- misc Max.hate +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +17 (+1 eff.) Dmg.mod +15% all ----- def ----- Resists +17% darkness +16% mind +15% all Phys.save +17 (+4 eff.) Spell.save +17 (+4 eff.) Mind.save +33 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Blindreign' (0 def, 0 armour)2.0 T5 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +3% light On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Resists +11% mind +12% nature +3% blight +27% fire +5% arcane +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Skyknave' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil +5 Con dps ---------- Dmg.mod +52% lightning +16% physical +12% cold +25% nature +12% temporal Res.pen +25% lightning +10% arcane ----- def ----- Resists +36% lightning +14% cold +5% arcane +15% all Poison- +34% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Dmg.mod +24% lightning +20% physical +30% cold ----- def ----- Resists +9% lightning +11% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of blight (+16%) (7 def, 6 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +24% light +16% blight ----- def ----- Armour +6 Defense +7 (+3 eff.) Resists +16% blight +13% darkness +8% light +15% all Max.HP +57.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +15% all Poison- +21% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable voratun plate armour of delving (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +9 Str ----- def ----- Armour +36 Fatigue +22% Resists +17% darkness +12% physical ---------- misc Light +2 Metallic Track: Puts all charms on 18 cooldown Level 3.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
hardened leather belt 'Floebrawn'1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +9% arcane +9% cold Melee Ret 4 arcane ----- def ----- Resists +5% arcane Phys.save +8 (+2 eff.) Max.HP +80.00 ---------- misc Size +1 A belt that goes around your waist. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
resilient cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) Mind.save +5 (+1 eff.) Die.at -50.00 life Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 257 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Gorykan the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.crit +7% Res.pen +5% blight On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Defense +3 (+1 eff.) Resists +12% blight +6% acid Phys.save +5 (+1 eff.) Mind.save +23 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +6% Pinning- +580% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 9 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 36.95 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 197.05 lightning and 173.59 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +5 Blindside: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 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 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tarrisin the pair of dwarven-steel boots (0 def, 4 armour) =+28 enc=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% physical Melee Ret 8 physical ----- def ----- Armour +4 Fatigue -4% Resists +3% acid +6% temporal +3% lightning Phys.save +8 (+2 eff.) ---------- misc Max.enc +28 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Metallic These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
fleetfooted pair of voratun boots of spellbinding (15 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +12 Dex +5 Mag ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +4% ---------- misc Spell.cld 10% Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quenchvortex (0 def, 3 armour) =+9 CUN=1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +9 Cun dps ---------- Spell.crit +4% Dmg.mod +18% mind +24% cold Phasing +30% Acc +13 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness ---------- misc Equi/ret +0.20 Vim/s.crit +2.00 Infravis +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metallic Track: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Sewersweeper' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +10% acid +25% fire +15% nature Acc +21 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +18% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Dazzlerot the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +7 Wil +17 Mag dps ---------- Spell.pwr +6 (+0 eff.) Dmg.mod +6% temporal +6% light +12% darkness ----- def ----- Defense +3 (+1 eff.) Resists +3% temporal +6% light +3% darkness Shield.pwr +15% Spell.save +15 (+4 eff.) HP.reg +6.00 ---------- misc Light +2 A pointy cloth hat, very wizardly... |
drakeskin leather hat of trickery (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% A hat made of leather. Very stylish. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+1 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 59 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Cyroth (8 def, 14 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Res.pen +28% arcane Phasing +33% ----- def ----- Armour +14 Defense +8 (+3 eff.) Fatigue +5% Resists +24% acid +7% all Phys.save +15 (+4 eff.) ---------- misc Mana/turn +0.24 Light +3 See.Invis +24 A cap made of leather. |
Mardokan the Duskransom (18 def, 8 armour)2.0 T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +9 Mag +8 Con dps ---------- Phys.crit +3.0% Dmg.mod +15% arcane +19% acid Res.pen +5% physical On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Armour +8 Defense +18 (+6 eff.) Resists +28% acid Shield.pwr +15% Die.at -60.00 life HP.reg +6.00 ---------- misc Stam/turn +1.00 Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 6.5 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Stormwild (7 def, 12 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str +8 Dex +5 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +12 Defense +7 (+3 eff.) Fatigue +5% Resists +21% lightning +6% cold +5% all Phys.save +20 (+5 eff.) Mind.save +10 (+2 eff.) ---------- misc Light +3 Battle Cry: Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
defender's drakeskin leather cap of the bounder (6 def, 11 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +5% Resists +4% all Phys.save +9 (+2 eff.) Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 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 796.1 Physical damage. If the attack hits, the target is confused (38% 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. |
insulating drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +11% cold A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Metallic A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Gilichik the Eclipsekiss (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +3 Dex +3 Wil +4 Cun +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness Res.pen +10% mind Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness +12% mind Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Str +10 Dex ----- def ----- Armour +4 Fatigue +4% Resists +19% darkness ---------- misc Infravis +5 Metallic Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 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 796.1 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Metallic Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 24 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
insulating voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +12% cold Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
19 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. |
2 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
8 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald0.0 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. |
8 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. |
11 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. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
8 turquoise0.0 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. |
3 ruby0.0 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 amber0.0 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. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+0 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 313.02 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
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. |
voratun deflection field0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+4 eff.) Proj.slow +25% Metallic Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Metallic Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Metallic Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Metallic Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 48] amazing fiery salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 53% cooldown modifier. Remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 53% cooldown modifier. Remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 695] amazing healing salve [power 695]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 53% cooldown modifier. Heal 695 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing regeneration salve [power 879] amazing regeneration salve [power 879]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 53% cooldown modifier. Heal 879 over 5 turns Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 53% cooldown modifier. Remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 30 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Glidabeth (dig speed 21 turns)3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% Phys.pwr +18 (+4 eff.) Dmg.mod +13% mind +13% fire Apr +7 ----- def ----- Armour +5 Defense +16 (+6 eff.) Resists +9% mind +7% physical Mind.save +8 (+2 eff.) ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Runakan' (dig speed 19 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +6 Dex dps ---------- Crit.mult +22.27% Phys.pwr +6 (+1 eff.) Mov.spd +10% ----- def ----- Resists +15% lightning +4% physical +12% light +12% blight +6% nature HP.reg +4.45 Cut- +20% Pinning- +22% Knockbk- +20% ---------- misc Stam/turn +3.34 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 118 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. |
steel torque of clear mind [power 2] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Belasetha [power 171] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Spell.pwr +15 (+1 eff.) Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +24% acid ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Setup a psionic shield, reducing all damage taken by 171 for 5 turns Puts all charms on 15 cooldown 100% to gain a 38% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Malelahell' [power 390] (9 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.pwr +20 (+4 eff.) S.pwr/crit +8 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Blast the opponent's mind dealing 491 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to heal for 94. 100% to reduce 3 talent cooldowns by 2. 100% to gain a 27% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 75% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 30 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Aton the Krog Oozemancer level 27
19th Pyre 123rd year of Ascendancy at 04:56 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Aton the Krog Oozemancer level 42
68th Dusk 123rd year of Ascendancy at 10:17 see stats
Against all odds
Killed Ukruk in the ambush.By Aton the Krog Oozemancer level 27
17th Pyre 123rd year of Ascendancy at 00:49 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Aton the Krog Oozemancer level 21
47th Regrowth 123rd year of Ascendancy at 03:13 see stats
Arachnophobia
Destroyed the spydric menace.By Aton the Krog Oozemancer level 33
57th Pyre 123rd year of Ascendancy at 03:52 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Aton the Krog Oozemancer level 39
38th Dusk 123rd year of Ascendancy at 10:43 see stats
Brave new world
Went to the Far East and took part in the war.By Aton the Krog Oozemancer level 32
54th Pyre 123rd year of Ascendancy at 06:38 see stats
Bringer of Doom
Killed a Bringer of Doom.By Aton the Krog Oozemancer level 50
46th Pyre 124th year of Ascendancy at 17:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Aton the Krog Oozemancer level 18
1st Decay 122nd year of Ascendancy at 08:40 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Aton the Krog Oozemancer level 31
50th Pyre 123rd year of Ascendancy at 20:41 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Aton the Krog Oozemancer level 41
67th Dusk 123rd year of Ascendancy at 21:51 see stats
Earth Master
Killed Harkor'Zun.By Aton the Krog Oozemancer level 20
39th Regrowth 123rd year of Ascendancy at 04:15 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Aton the Krog Oozemancer level 50
47th Pyre 124th year of Ascendancy at 07:10 see stats
Exterminator
Killed 1000 creatures.By Aton the Krog Oozemancer level 16
63rd Haze 122nd year of Ascendancy at 06:04 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Aton the Krog Oozemancer level 23
5th Pyre 123rd year of Ascendancy at 19:50 see stats
Fear me not!
Survived the Fearscape!By Aton the Krog Oozemancer level 44
61st Haze 123rd year of Ascendancy at 22:01 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Aton the Krog Oozemancer level 49
36th Pyre 124th year of Ascendancy at 08:45 see stats
Got eggs?
Finish the Pikataclysm event.By Aton the Krog Oozemancer level 29
38th Pyre 123rd year of Ascendancy at 05:12 see stats
Guiding Hand
Saved all escorted adventurers.By Aton the Krog Oozemancer level 25
14th Pyre 123rd year of Ascendancy at 11:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aton the Krog Oozemancer level 23
72nd Regrowth 123rd year of Ascendancy at 08:47 see stats
Honorary Roguelike Win
Won the game in Normal or Semi-Roguelike permadeath mode without dying.By Aton the Krog Oozemancer level 50
47th Pyre 124th year of Ascendancy at 07:08 see stats
Level 10
Got a character to level 10.By Aton the Krog Oozemancer level 10
10th Haze 122nd year of Ascendancy at 07:31 see stats
Level 20
Got a character to level 20.By Aton the Krog Oozemancer level 20
20th Regrowth 123rd year of Ascendancy at 08:18 see stats
Level 30
Got a character to level 30.By Aton the Krog Oozemancer level 30
48th Pyre 123rd year of Ascendancy at 08:05 see stats
Level 40
Got a character to level 40.By Aton the Krog Oozemancer level 40
56th Dusk 123rd year of Ascendancy at 12:13 see stats
Level 50
Got a character to level 50.By Aton the Krog Oozemancer level 50
36th Pyre 124th year of Ascendancy at 08:45 see stats
May the 4th be with you!
.By Aton the Krog Oozemancer level 48
26th Pyre 124th year of Ascendancy at 08:00 see stats
Orcrist
Killed the leaders of the Orc Pride.By Aton the Krog Oozemancer level 48
80th Regrowth 124th year of Ascendancy at 10:01 see stats
Poisonous
Sided with the assassin lord.By Aton the Krog Oozemancer level 18
8th Decay 122nd year of Ascendancy at 06:25 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Aton the Krog Oozemancer level 43
31st Haze 123rd year of Ascendancy at 22:25 see stats
Size is everything
Did over 1500 damage in one attack.By Aton the Krog Oozemancer level 50
39th Pyre 124th year of Ascendancy at 00:04 see stats
Size matters
Did over 600 damage in one attack.By Aton the Krog Oozemancer level 24
11st Pyre 123rd year of Ascendancy at 06:20 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Aton the Krog Oozemancer level 31
50th Pyre 123rd year of Ascendancy at 22:18 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Aton the Krog Oozemancer level 50
47th Pyre 124th year of Ascendancy at 07:08 see stats
The Arena
Unlocked Arena mode.By Aton the Krog Oozemancer level 10
19th Haze 122nd year of Ascendancy at 12:55 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Aton the Krog Oozemancer level 48
80th Regrowth 124th year of Ascendancy at 08:31 see stats
The Sun Still Shines
Aeryn survived the last battle.By Aton the Krog Oozemancer level 50
47th Pyre 124th year of Ascendancy at 07:10 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Aton the Krog Oozemancer level 34
7th Mirth 123rd year of Ascendancy at 13:33 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Aton the Krog Oozemancer level 30
48th Pyre 123rd year of Ascendancy at 19:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aton the Krog Oozemancer level 17
64th Haze 122nd year of Ascendancy at 07:23 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Aton the Krog Oozemancer level 26
16th Pyre 123rd year of Ascendancy at 07:17 see stats
Well trained
Deal one million damage to training dummies in a single training session.By Aton the Krog Oozemancer level 48
1st Time of Balance 124th year of Ascendancy at 18:08 see stats
Log
Aton picks up (6.): warbringer's voratun longsword (45-62 power, 6 apr).
Aton picks up (4.): voratun greatmaul of crippling (65-98 power, 4 apr).
Aton picks up ( .): sunsealed elven-silk robe of blight (+16%) (7 def, 6 armour).
Aton picks up ( .): pair of drakeskin leather boots of strife (0 def, 5 armour).
Aton picks up ( .): drakeskin leather hat of trickery (0 def, 5 armour).
Aton picks up ( .): verdant elven-silk robe (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Aton picks up (2.): Awakened Staff of Absorption (60-72 power, 60 apr, lightning element).
Aton picks up ( .): penetrating voratun steamgun of recursion.
Aton picks up ( .): caustic voratun steamgun of piercing.
Talent Implant: Medical Injector is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Wrath of the Wilds is ready to use.
Aton picks up (q.): schematic: Waterproof Coating.
Aton picks up ( .): insulating drakeskin leather cap (0 def, 5 armour).
Aton picks up ( .): stormwoven elven-silk robe (0 def, 0 armour).
There is no portal to activate here.
Resting starts...
Rested for 126 turns (stop reason: all resources and life at maximum).






























































































































































































