













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 34 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 5 on the 77th Pyre 122nd year of Ascendancy at 20:57 0 / 6Killed by elven blood mage at level 13 on the 25th Dusk 122nd year of Ascendancy at 08:51 Killed by Islalramira the barrow wight at level 23 on the 36th Regrowth 123rd year of Ascendancy at 07:26 Killed by Chronolith Twin at level 25 on the 46th Regrowth 123rd year of Ascendancy at 22:38 Killed by skeleton master archer at level 28 on the 24th Pyre 123rd year of Ascendancy at 03:30 Killed by lava floor at level 32 on the 62nd Pyre 123rd year of Ascendancy at 14:21 |
| Antimagic | Follower |
Primary Stats
| Strength | 48 (base 41) |
| Dexterity | 11 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 97.889002052786 (base 60) |
| Cunning | 75.70383572825 (base 43) |
Resources
| Life | 838/838 |
| Equilibrium | 76 |
| Healing Factor | 1.2370588855781 |
| Regeneration | 14.652449920874 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 40.110273275691 |
| See Invisible | 40.110273275691 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 50 |
| Crit Chance | 23% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 50 |
| Crit Chance | 23% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +6% |
| Darkness | +25% |
| Mind | +3% |
| Lightning | +19% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Nature | +60% |
| Lightning | +4% |
Defense: Base
| Armour (hardiness) | 54 (88.568973732692%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 25 |
| Physical Save | 33 |
| Spell Save | 40 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 4%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 7%( 70%) |
| Physical | + 12%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 27%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 66% |
| Bleed Resistance | 100% |
| Confusion Resistance | 83% |
| Knockback Resistance | 55% |
| Stun Resistance | 59% |
| Poison Resistance | 85% |
| Blind Resistance | 85% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 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 393 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Acidic Skin |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)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 Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 175. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Deepsquell' (25 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +15% darkness Melee Ret 4 darkness ----- def ----- Armour +3 Defense +25 (+8 eff.) Resists +6% mind +6% cold Phys.save +9 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +11 (+3 eff.) Die.at -80.00 life Max.HP +60.00 A pair of boots made of leather. |
| Light source | Glana the Pitchbolt1.0 T3 lite [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% darkness Melee Ret 8 darkness ----- def ----- Resists +6% temporal ---------- misc Light +8 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Barkweeper (6 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% nature +6% acid Res.pen +15% nature Melee Ret 8 nature 4 lightning ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +6% acid +9% lightning +4% all Phys.save +9 (+5 eff.) A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | innervating yew totem of healing [power 230] (13 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 13 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Confus- +24% Rings make your fingers look great! |
| On fingers | rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +25% Rings make your fingers look great! |
| Around neck | clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +15% Cut- +50% Confus- +24% Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 275 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | creative thorny mindstar of storms (97% power, 44 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 97% Range: 1.1x Uses 131% Wil, 54% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +44 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +3 Mag +5 Wil +13 Cun +3 Con dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +11 (+2 eff.) Melee+ 9 lightning Dmg.mod +10% lightning Res.pen +4% lightning ----- def ----- Resists +7% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | vined mindstar 'Salotta' (83% power, 33 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 131% Wil, 54% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +33 Crit +3.0% Atk.spd 100% On Hit.r1 +8 temporal While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Melee+ 5 mind 6 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Resists +3% nature +9% acid Blind- +20% Poison- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Neregama the Ashstrike (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% fire On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +6% fire +3% darkness Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel plate armour of the dragon (0 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +7% acid +8% physical +7% cold +8% lightning +8% fire Disarm- +26% Stun/Frz- +29% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 252; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the sneak (die at -418; dur 6; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -418 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 418 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 361; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 361 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. |
Rune of Reflection (--)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 185 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. |
Rune of the Rift (541.56 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 541.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Erelildir the voratun ring =CON / CUN=0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +1 Dex +11 Mag +2 Wil +4 Cun +4 Con dps ---------- Spell.pwr +9 (+6 eff.) Dmg.mod +14% temporal ----- def ----- Resists +3% blight +14% temporal Crit.chn- 5.00% Spell.save +14 (+5 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
Jetwolf of the Blightspawn0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% mind +29% cold Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 39 On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 10 * 21% chance to reduce damage dealt by 31% ----- def ----- Resists +17% acid +52% cold +14% lightning +12% fire Spell.save +18 (+6 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Nightsong =CUN=0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% 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. |
rogue's gold ring of arcana (+0.12/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Silence- +25% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
titan's steel ring of fire (+22%) =CON=0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring =STR=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
warrior's copper ring of frost (+20%) =STR=0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% cold ----- def ----- Armour +4 Resists +20% cold Rings make your fingers look great! |
warrior's steel ring of sensing =STR / BLIND=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +23% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
blooming vined mindstar of resolve (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) Heal.mod +13% Heal/summ +23 ---------- 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. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt of burglary =DEX / CUN=1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Resists +5% lightning +6% temporal Stealth +6 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
verdant woollen robe of corrosion (+21%) (0 def, 0 armour) =CON=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature +14% acid ----- def ----- Resists +21% acid +9% all Poison- +24% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Satyrviper (0 def, 3 armour) =STR / CON=2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +12% lightning +6% nature Melee Ret 4 nature 8 lightning ----- def ----- Armour +3 Resists +6% nature Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
traveler's pair of iron boots of rushing (0 def, 3 armour) =STR / CON=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belilemira (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Str +5 Dex +2 Mag +4 Cun dps ---------- Acc +7 (+7 eff.) Apr +8 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +2 ---------- misc Infravis +3 Unarmed combat: Power 116% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Festermalice the hardened leather gloves (0 def, 2 armour) =DEX=1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% nature +12% darkness Acc +14 (+14 eff.) On Hit (Melee): * 10% chance to slow global speed by 68% * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +2 Resists +3% lightning Unarmed combat: Power 114% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Ce'Navea' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil dps ---------- Melee+ 9 acid Dmg.mod +8% acid Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +18% fire +9% temporal Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 122% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +9 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +9.0% Spell.crit +10% Mind.crit +8% Crit.mult +8.00% ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 126% Range: 1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +15.0% Atk.spd 83% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) =STR=1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness Unarmed combat: Power 129% Range: 1.4x Uses 40% Wil, 40% Str, 40% Cun 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: * 8% chance to reduce damage dealt by 31% Metal gloves protecting the hands up to the middle of the lower arm. |
Brodygorn the Hailtorrent (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Wil +4 Con dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +3% cold Res.pen +15% darkness +10% cold ----- def ----- Armour +4 Fatigue +4% ---------- misc Max.psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chalinik the dwarven-steel helm (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +11% darkness +6% nature +16% light Spell.save +12 (+4 eff.) Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ichorquell the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Dmg.mod +9% nature Melee Ret 10 cold ----- def ----- Armour +3 Fatigue +3% Resists +3% nature +13% light +13% darkness A cap made of leather. |
Ulfichak (0 def, 4 armour) =STR / CON=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Fatigue +4% Resists +1% physical Phys.save +7 (+4 eff.) Mind.save +20 (+6 eff.) Disease- +10% Pinning- +20% Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying linen wizard hat (1 def, 0 armour) =CUN=2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather cap of constitution (+3) (0 def, 1 armour) =CON=2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight A cap made of leather. |
cleansing rough leather cap of strength (+3) (0 def, 1 armour) =STR=2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
miner's hardened leather cap of constitution (+7) (0 def, 4 armour) =CON=2.0 T3 head armor [Ego] Master While equipped: Stats +7 Con ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour) =CON=2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Behemoth Hide (4 def, 6 armour) =STR / CON=9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
volcanic hardened leather armour of the deep (9 def, 13 armour) =BREATHER=9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +8% Resists +5% acid +14% fire +7% cold +13% physical ---------- misc Breathe water A suit of armour made of leather. |
13 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
133 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 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. |
9 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. |
19 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) =STR / CUN=3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
8 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rhodrandil the Galemortal2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +5% fire On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Resists +6% acid +3% lightning ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(148 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Baloregovon'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +3% mind Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 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. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
elm totem of healing [power 110] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
10 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. |
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. |
13 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Oozing the Cornac Oozemancer level 34
65th Pyre 123rd year of Ascendancy at 04:31 see stats
Against all odds
Killed Ukruk in the ambush.By Oozing the Cornac Oozemancer level 33
63rd Pyre 123rd year of Ascendancy at 11:24 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Oozing the Cornac Oozemancer level 23
31st Regrowth 123rd year of Ascendancy at 16:26 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Oozing the Cornac Oozemancer level 12
15th Dusk 122nd year of Ascendancy at 08:45 see stats
Exterminator
Killed 1000 creatures.By Oozing the Cornac Oozemancer level 18
75th Dusk 122nd year of Ascendancy at 20:15 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Oozing the Cornac Oozemancer level 25
41st Regrowth 123rd year of Ascendancy at 12:51 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Oozing the Cornac Oozemancer level 28
65th Regrowth 123rd year of Ascendancy at 04:17 see stats
Level 10
Got a character to level 10.By Oozing the Cornac Oozemancer level 10
9th Mirth 122nd year of Ascendancy at 08:07 see stats
Level 20
Got a character to level 20.By Oozing the Cornac Oozemancer level 20
78th Dusk 122nd year of Ascendancy at 10:34 see stats
Level 30
Got a character to level 30.By Oozing the Cornac Oozemancer level 30
28th Pyre 123rd year of Ascendancy at 15:48 see stats
Poisonous
Sided with the assassin lord.By Oozing the Cornac Oozemancer level 20
5th Haze 122nd year of Ascendancy at 15:45 see stats
The Arena
Unlocked Arena mode.By Oozing the Cornac Oozemancer level 11
10th Flare 122nd year of Ascendancy at 13:34 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Oozing the Cornac Oozemancer level 23
36th Regrowth 123rd year of Ascendancy at 07:14 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Oozing the Cornac Oozemancer level 20
2nd Allure 123rd year of Ascendancy at 22:36 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Oozing the Cornac Oozemancer level 28
16th Pyre 123rd year of Ascendancy at 03:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Oozing the Cornac Oozemancer level 18
76th Dusk 122nd year of Ascendancy at 03:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Oozing the Cornac Oozemancer level 32
62nd Pyre 123rd year of Ascendancy at 16:33 see stats
Log
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: learnt lore).
Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)
Personal New Achievement: A dangerous secret!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.
Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
There is an exit to the worldmap here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Today is the 66th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Saving done.
Today is the 67th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
There is a A gate into the old kingdom of Reknor here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.





















































































































