Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Online Indicator 1.0.6An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Items Vault 1.2.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Use Item Shortcuts 1.2.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 29 / 84% |
Size | medium |
Lifes / Deaths | Killed by Jacelace the halfling at level 10 on the 11st Dusk 122nd year of Ascendancy at 09:26 0 / 8Killed by Ozzy II at level 17 on the 41st Dusk 122nd year of Ascendancy at 11:26 Killed by Veleba the umbral horror at level 22 on the 9th Decay 122nd year of Ascendancy at 18:17 Killed by Gymina the midge swarm at level 23 on the 2nd Wintertide 123rd year of Ascendancy at 18:19 Killed by Elata the skeleton warrior at level 27 on the 46th Regrowth 123rd year of Ascendancy at 00:43 Killed by Xerin the forest wight at level 29 on the 52nd Regrowth 123rd year of Ascendancy at 06:43 Killed by Xereth the skeleton warrior at level 29 on the 53rd Regrowth 123rd year of Ascendancy at 22:45 Killed by Xereth the skeleton warrior at level 29 on the 53rd Regrowth 123rd year of Ascendancy at 23:31 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 19 (base 10) |
Constitution | 30 (base 21) |
Magic | 10 (base 10) |
Willpower | 71 (base 53) |
Cunning | 44 (base 40) |
Resources
Life | -335/562 |
Psi | 176/191 |
Equilibrium | 46 |
Healing Factor | 1.45 |
Regeneration | 6.1625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +87.719298245614% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 5 |
See Stealth | 8 |
See Invisible | 11 |
Offense: Mainhand
Damage | 20 |
Accuracy | 33 |
Crit Chance | 13% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 33 |
Crit Chance | 14% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 53.433333333333 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 25.075 |
Ranged Defense | 25.075 |
Fatigue | 0 |
Physical Save | 48.6 |
Spell Save | 32.175 |
Mental Save | 45.083333333334 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 76% |
Confusion Resistance | 25% |
Stun Resistance | 100% |
Poison Resistance | 76% |
Blind Resistance | 76% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -450 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 390 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 513% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 20% for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Moss | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Mitosis |
beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 4%, and the duration of all timed effects by 20%. Out of Phase |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target's combat ability is reduced, reducing its attack by 20. Sunder Arms |
detrimental effect | Reduces global action speed by 14%. Slow |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Ozzy II. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by Aeruyavena the wolf. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by copperhead snake. Escort: temporal explorer (level 2 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vampire lord fang. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bloated horror heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ice wyrm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within5 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 |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 13/20) : Effective talent level: 3.0 Power cost: 20 out of 13/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | alchemist's lamp 'Beletira' alchemist's lamp 'Beletira'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes damage: +6% physical Physical save: +25 Mental save: +8 Maximum stamina: +20.00 Light radius: +3 See stealth: +8 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Duriromigund' (0 def, 3 armour) hardened leather cap 'Duriromigund' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Wil Changes resistances: +1% physical Life regen: +0.60 Only die when reaching: -60.00 life Mindpower: +4 A cap made of leather. |
On hands | heroic rough leather gloves (0 def, 5 armour) heroic rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +6 Maximum life: +45.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Torchquill (dig speed 29 turns) Torchquill (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness Changes resistances penetration: +5% fire Damage affinity(heal): +15% darkness Physical save: +6 Only die when reaching: -40.00 life Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Aryldawen the gold ring Aryldawen the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +26% nature Changes damage: +13% nature Spell save: +12 Confusion immunity: +15% Rings can have magical properties. |
On fingers | titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 Stun/Freeze immunity: +29% Life regen: +2.20 Rings can have magical properties. |
Around neck | grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
In main hand | Emelyth the vined mindstar (4-4.4 power, 18 apr, nature damage) Emelyth the vined mindstar (4-4.4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +4 Changes damage: +6% blight Physical save: +3 Life regen: +0.20 Only die when reaching: -40.00 life Mindpower: +6 Mental crit. chance: +2% 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 | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Runeharagas the thorny mindstar (9-9.9 power, 24 apr, mind damage) Runeharagas the thorny mindstar (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +8% lightning / +2% physical / +5% fire / +6% acid / +4% cold Changes damage: +8% lightning / +7% physical / +8% fire / +8% acid / +8% cold Life regen: +0.80 Maximum life: +19.00 Maximum psi: +30.00 Mindpower: +11 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 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 | linen cloak 'Silath' (1 def, 0 armour) linen cloak 'Silath' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Physical save: +6 Mana when firing critical spell: +3.00 Maximum life: +40.00 Maximum mana: +40.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 Life regen: +0.20 Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
Rune of the Rift (434.00 temporal damage, removed from time 4 turns) Rune of the Rift (434.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 434.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune of the duelist (power 12 for 7 turns)invisibility rune of the duelist (power 12 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cloudumbra CloudumbraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +4 Wil / +2 Mag Changes damage: +3% lightning Spell save: +3 Mental save: +12 Confusion immunity: +17% Mindpower: +13 Damage Shield penetration: +20% Amulets can have magical properties. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of paradox (41.5-62.25 power, 3 apr)stralite battleaxe of paradox (41.5-62.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +13% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of paradox (21-27.3 power, 7 apr)plaguebringer's dwarven-steel dagger of paradox (21-27.3 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 6% chance to disease Damage (Melee): +8 blight / +7 temporal When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +7% temporal Disease immunity: +15% Sharp, short and deadly. |
vined mindstar 'Bregolathamas' (4-4.4 power, 18 apr, mind damage) vined mindstar 'Bregolathamas' (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 6 mind / 8 darkness Changes resistances: +4% mind Changes resistances penetration: +4% mind Changes damage: +11% mind / +5% darkness Physical save: +6 Mental save: +20 Psi when hit: +0.70 Mindpower: +2 Mental crit. chance: +2% Damage Resonance (when hit): +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Hare-Skin SlingHare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood vilestaff of invocation (25-30 power, 5 apr, blight element)cruel elven-wood vilestaff of invocation (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 Spell crit. chance: +4% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Ulamas' (25-30 power, 5 apr, arcane element)elven-wood magestaff 'Ulamas' (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Dex Changes resistances: +6% darkness Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Sewerstalker the hardened leather belt Sewerstalker the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% nature Changes resistances penetration: +11% physical Changes damage: +21% nature / +10% physical A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. nightruned hardened leather belt of the giantsnightruned hardened leather belt of the giants Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 Changes resistances: +11% light / +9% darkness Spell save: +9 Size category: +1 A belt that goes around your waist. |
Isaseta (0 def, 0 armour) Isaseta (0 def, 0 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn Changes stats: +1 Con Changes resistances: +22% mind / +20% darkness Physical save: +21 Spell save: +18 Mental save: +46 Spellpower: +2 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spiderstrike (0 def, 3 armour) Spiderstrike (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% nature Changes resistances penetration: +5% nature Maximum encumbrance: +26 Physical save: +8 A pair of boots made of leather. |
dwarven-steel helm 'Coalwisp' (0 def, 7 armour) dwarven-steel helm 'Coalwisp' (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes resistances: +3% temporal Changes damage: +6% darkness Silence immunity: +10% Only die when reaching: -60.00 life Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Bregygund' (0 def, 6 armour) hardened leather cap 'Bregygund' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 4 acid / 7 physical Changes stats: +4 Str / +4 Con Changes resistances: +9% darkness Spell save: +16 Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 39.4 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
hardened leather cap 'Wildblur' (0 def, 3 armour) hardened leather cap 'Wildblur' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% nature / +6% fire Changes resistances penetration: +5% nature Changes damage: +6% nature Physical save: +17 A cap made of leather. |
iron helm 'Ce'Nemira' (0 def, 3 armour) iron helm 'Ce'Nemira' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% lightning / +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour 'Hidestir' (4 def, 7 armour)reinforced leather armour 'Hidestir' (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 mind / 4 temporal Changes damage: +9% mind / +6% temporal Life regen: +4.20 Stamina each turn: +1.10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Glimmerpunish (10 def, 2 armour, 132.5 block)Glimmerpunish (10 def, 2 armour, 132.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +1 Mag Changes resistances: +9% light / +13% darkness Changes resistances penetration: +10% blight / +10% light / +10% arcane Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Cobraquill the iron pickaxe (dig speed 30 turns) Cobraquill the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +1 Cun Changes damage: +9% nature Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tachik the brass lantern Tachik the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% temporal / +3% darkness / +3% all Changes damage: +3% mind Spell save: +7 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots (18/18, 42.5-51 power, 5 apr)pouch of stralite shots (18/18, 42.5-51 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. thought-forged pouch of stralite shots (24/24, 44-52.8 power, 5 apr)thought-forged pouch of stralite shots (24/24, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 24 Turns elapse between self-loadings: 6 On weapon hit: * 18% chance to cause random insanity Damage (Ranged): +19 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. tundral pouch of stralite shots of erosion (2/21, 42.5-51 power, 5 apr)tundral pouch of stralite shots of erosion (2/21, 42.5-51 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 Damage (Ranged): +9 temporal / +15 nature / +17 cold Burst (radius 2) on crit: +9 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Anygobar the Brightspawn [power 115] (20 cooldown)Anygobar the Brightspawn [power 115] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% light Maximum wards: +2 physical / +3 mind / +5 darkness Changes resistances penetration: +15% mind Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 115 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Spiderpiercer [power 53] (20 cooldown) Spiderpiercer [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +5% light / +10% nature Light radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Achievements
By Ozzy II the Thalore Oozemancer level 20
70th Dusk 122nd year of Ascendancy at 03:46 see stats
By Ozzy II the Thalore Oozemancer level 20
3rd Haze 122nd year of Ascendancy at 19:30 see stats
By Ozzy II the Thalore Oozemancer level 19
58th Dusk 122nd year of Ascendancy at 20:36 see stats
By Ozzy II the Thalore Oozemancer level 26
37th Regrowth 123rd year of Ascendancy at 23:05 see stats
By Ozzy II the Thalore Oozemancer level 10
7th Dusk 122nd year of Ascendancy at 12:10 see stats
By Ozzy II the Thalore Oozemancer level 20
59th Dusk 122nd year of Ascendancy at 16:22 see stats
By Ozzy II the Thalore Oozemancer level 21
7th Decay 122nd year of Ascendancy at 16:46 see stats
By Ozzy II the Thalore Oozemancer level 8
3rd Summertide 122nd year of Ascendancy at 06:49 see stats
By Ozzy II the Thalore Oozemancer level 25
27th Regrowth 123rd year of Ascendancy at 00:20 see stats
By Ozzy II the Thalore Oozemancer level 26
37th Regrowth 123rd year of Ascendancy at 09:25 see stats
By Ozzy II the Thalore Oozemancer level 17
43rd Dusk 122nd year of Ascendancy at 13:34 see stats
By Ozzy II the Thalore Oozemancer level 29
53rd Regrowth 123rd year of Ascendancy at 22:45 see stats
Log
Treant hits Xereth the skeleton warrior for 10 physical damage.
Ozzy II is not stunned anymore.
Talent Slime Spit is ready to use.
Talent Infusion: Movement is ready to use.
Talent Leaves Tide is ready to use.
Talent Acid Splash is ready to use.
Infusion: Regeneration is still on cooldown for 5 turns.
Your summoned treant disappears.
Your summoned treant disappears.
Talent Grasping Moss is ready to use.
Xereth the skeleton warrior uses Sunder Arms.
Ozzy II slows down.
Xereth the skeleton warrior slows down.
Xereth the skeleton warrior hits Ozzy II for 274 physical damage.
Ozzy II hits Xereth the skeleton warrior for 4 lightning, 43 nature (47 total damage).
Ozzy II uses Grasping Moss.
Ozzy II's mind surges with critical power!
Ozzy II uses Infusion: Movement.
Ozzy II is moving freely.
Ozzy II prepares for the next kill!.
Ozzy II uses Dream Walk.
Ozzy II is out of phase.
Ozzy II slows down.
Talent Mucus is ready to use.
Xereth the skeleton warrior uses Slash.
Saving game...