Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Abomination Race - Bamboo Edition 1.4.9Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents. Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. 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:
Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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. Items Vault 1.7.0Donators/Buyers bonus! Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: 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:
Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. 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.
True Full Respec Mastery Boost 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. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. 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. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. 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: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Ziguranth Genocide 1.7.4After Protector Myssil died some say by the daggers of a shadowy backstabber, while others bespoke of a crazed mage drawing fiendish black magicks, the fanatic Ziguranth order crumbled into chaos, and its numbers dwindled into insignificance. Completely removes Ziguranth patrols after Myssil dies. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 37 / 90% |
Size | medium |
Lifes / Deaths | Killed by Emynne the Invoker at level 37 on the 44th Pyre 123rd year of Ascendancy at 11:30 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 21) |
Dexterity | 33 (base 17) |
Constitution | 61 (base 51) |
Magic | 10 (base 10) |
Willpower | 90 (base 60) |
Cunning | 88 (base 60) |
Resources
Life | -12/1098 |
Equilibrium | 66 |
Healing Factor | 1.3349470706755 |
Regeneration | 29.09644675737 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 71 |
Accuracy | 53 |
Crit Chance | 36% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 76 |
Accuracy | 53 |
Crit Chance | 38% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.5 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +8% |
Fire | +8% |
Cold | +16% |
Physical | +28% |
Mind | +16% |
All | 0% |
Offense: Damage Penetration
Mind | +6% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 13 |
Physical Save | 30 |
Spell Save | 49 |
Mental Save | 45 |
Defense: Resistances
Nature | + 46%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 20%( 70%) |
Cold | + 18%( 70%) |
Blight | + 11%( 70%) |
Arcane | + 16%( 70%) |
Mind | + 12%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 17% |
Bleed Resistance | 65% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 25% |
Poison Resistance | 65% |
Blind Resistance | 65% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 633% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 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 217 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: 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 -597 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1202 life, 12 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. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Moss | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Eyal's fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by Elovea the stone troll. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by naga myrmidon. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 309. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * You've found the needed vial of elder vampire blood. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | blood-soaked pair of hardened leather boots (0 def, 3 armour) blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +3 A pair of boots made of leather. |
Light source | nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Brodelegund the drakeskin leather cap (5 def, 11 armour) Brodelegund the drakeskin leather cap (5 def, 11 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +7 Str +6 Dex dps ---------- Dmg.mod +15% physical ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +5% Resists +12% cold +14% fire +4% all Phys.save +9 (+4 eff.) ---------- misc Max.stam +30.00 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 135.4 Physical damage. If the attack hits, the target is confused (34% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | hardened leather gloves of the verdant (0 def, 2 armour) hardened leather gloves of the verdant (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: ----- def ----- Armour +2 Resists +5% blight +8% darkness +10% arcane Affinity +8% nature Spell.save +9 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
On fingers | sneakthief's gold ring of pilfering sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +15 (+8 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 141% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | solipsist's gold ring of perseverance solipsist's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
Around neck | The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (102). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Around waist | noble's hardened leather belt noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Against +23% Summoned ----- def ----- D.Red.from +20% Summoned A belt that goes around your waist. |
In off hand | resonating pulsing mindstar of gales (12-13 power, 31 apr, nature damage) resonating pulsing mindstar of gales (12-13 power, 31 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +31 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) Dmg.mod +8% lightning +8% cold +4% mind +5% physical Res.pen +6% mind ----- def ----- Defense +18 (+6 eff.) Resists +6% mind Dmg.Resnn +9% Pinning- +18% ---------- misc Psi/ret +1.30 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | nimble hardened leather armour of Toknor (14 def, 6 armour) nimble hardened leather armour of Toknor (14 def, 6 armour)9.0 T3 light armor [Ego++] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
Inventory
wild infusion (res 19%; physical; dur 4; cd 12) wild infusion (res 19%; physical; dur 4; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
protective gold amulet protective gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +13 (+6 eff.) Amulets make your neck look great! |
warrior's gold amulet warrior's gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
cleansing stralite amulet of mastery (0.20 Wild-gift / Call of the wild) cleansing stralite amulet of mastery (0.20 Wild-gift / Call of the wild)0.1 T4 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +18% nature +16% blight Poison- +27% Disease- +28% ---------- misc Masteries +0.20 Wild-gift/Call of the wild Amulets make your neck look great! |
rogue's steel ring of the mind (+11%) rogue's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +8 (+3 eff.) Resists +11% mind Rings make your fingers look great! |
steel ring of clarity steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +26% Rings make your fingers look great! |
sneakthief's gold ring of lightning (+24%) sneakthief's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +12% lightning Acc +5 (+3 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
savior's voratun ring of pilfering savior's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +14 (+7 eff.) Apr +12 ----- def ----- Defense +11 (+4 eff.) Phys.save +18 (+9 eff.) Spell.save +14 (+5 eff.) Mind.save +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 141% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Freezewend (25-30 power, 5 apr, cold element) Freezewend (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Spell.crit +4% Spell.pwr +23 (+4 eff.) Dmg.mod +25% cold Res.pen +15% cold ----- def ----- Defense +9 (+3 eff.) Resists +3% acid +6% temporal +3% light +12% lightning HP.reg +2.60 Heal.mod +40% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 42.58 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood vilestaff of the prodigy (25-30 power, 5 apr, fire element) earthen elven-wood vilestaff of the prodigy (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Mag +6 Wil +10 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) S.pwr/crit +7 Dmg.mod +25% fire ----- def ----- Armour +6 Hardiness +7% Phys.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood vilestaff of the prodigy (25-30 power, 5 apr, darkness element) greater elven-wood vilestaff of the prodigy (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Mag +14 Wil +10 Cun dps ---------- Spell.crit +4% Spell.pwr +20 (+3 eff.) S.pwr/crit +5 Dmg.mod +25% blight +25% fire +25% darkness +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff (25-30 power, 5 apr, darkness element) infernal elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +21.00% Spell.pwr +17 (+3 eff.) Melee+ 24 fire Dmg.mod +25% darkness ---------- misc See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood magestaff of fate (25-30 power, 5 apr, arcane element) surging elven-wood magestaff of fate (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+2 eff.) S.pwr/crit +5 Dmg.mod +25% arcane ----- def ----- Phys.save +9 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Wildwinter the dragonbone starstaff (30-36 power, 6 apr, light element) Wildwinter the dragonbone starstaff (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +16.00% Spell.pwr +15 (+3 eff.) Dmg.mod +6% fire +30% light +18% nature Res.pen +15% nature ----- def ----- Resists +3% lightning +9% darkness +9% blight +5% arcane +9% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Beadin' (30-36 power, 6 apr, cold element) dragonbone starstaff 'Beadin' (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon Reqs Mag 48 [Random Unique] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Spell.crit +16% Mind.crit +5% Crit.mult +34.00% Phys.pwr +17 (+6 eff.) Spell.pwr +29 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +30% cold Acc +22 (+10 eff.) ----- def ----- Resists +3% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming stralite greatmaul of massacre (65-98 power, 3 apr) flaming stralite greatmaul of massacre (65-98 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 65.5 - 98.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +19 fire Massive two-handed mauls. |
flaming stralite greatsword of massacre (56-89 power, 3 apr) flaming stralite greatsword of massacre (56-89 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 56.0 - 89.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +16 fire Massive two-handed swords. |
acidic stralite longsword of projection (32-44 power, 5 apr) acidic stralite longsword of projection (32-44 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
stralite longsword of massacre (42-58 power, 5 apr) stralite longsword of massacre (42-58 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
Xerodalaith the Brandradiance (23-30 power, 7 apr) Xerodalaith the Brandradiance (23-30 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master/Psionic Power 23.5 - 30.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 lightning +8 fire On Crit.r2 +12 fire On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Dmg.mod +3% lightning +9% fire Sharp, short and deadly. |
Floeresolve (30-39 power, 9 apr) Floeresolve (30-39 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Nature/Master Power 30.5 - 39.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 nature On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Str +3 Dex dps ---------- Phys.crit +18.0% Crit.mult +22.00% Phys.pwr +25 (+8 eff.) Dmg.mod +3% cold Apr +10 ----- def ----- Defense +10 (+3 eff.) Die.at -80.00 life Sharp, short and deadly. |
nature's vined mindstar of balance (5-6 power, 18 apr, nature damage) nature's vined mindstar of balance (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) Disease- +11% ---------- misc Equi/ret +0.60 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. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
gifted thorny mindstar of clarity (8-9 power, 24 apr, nature damage) gifted thorny mindstar of clarity (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
chilling quiver of elven-wood arrows of corruption (19/19, 45-63 power, 14 apr) chilling quiver of elven-wood arrows of corruption (19/19, 45-63 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane Power 45.5 - 63.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Ranged+ +24 cold On Hit: 20% Curse of Vulnerability 4 Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of elven-wood arrows of erosion (46/46, 44-62 power, 14 apr) high-capacity quiver of elven-wood arrows of erosion (46/46, 44-62 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature/Master Power 44.5 - 62.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 46 Ranged+ +14 nature While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows (20/20, 70-98 power, 18 apr) barbed quiver of dragonbone arrows (20/20, 70-98 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Master Power 70.5 - 98.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 20 On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
ancient silk robe of darkness (+36%) (0 def, 0 armour) ancient silk robe of darkness (+36%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% temporal +24% darkness +25% physical Res.pen +9% temporal +11% physical ----- def ----- Resists +36% darkness +13% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of power (0 def, 0 armour) ancient silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +10% physical +13% temporal +14% all Res.pen +9% temporal +7% physical ----- def ----- Resists +13% all Anom.red +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of Linaniil (0 def, 0 armour) spellwoven silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +14% Spell.pwr +23 (+4 eff.) ----- def ----- Resists +13% all Spell.save +21 (+7 eff.) ---------- misc Mana/turn +0.23 Max.mana +56.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour of the deep (3 def, 3 armour) troll-hide rough leather armour of the deep (3 def, 3 armour)9.0 T1 light armor [Ego++] Nature While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +6% Resists +6% acid +6% cold Max.HP +31.00 HP.reg +4.00 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. |
enlightening hardened leather armour of cold resistance (9 def, 6 armour) enlightening hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +19% cold Mind.save +12 (+4 eff.) A suit of armour made of leather. |
marauder's hardened leather armour of Eyal (13 def, 6 armour) marauder's hardened leather armour of Eyal (13 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Phys.save +7 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of leather. |
enlightening reinforced leather armour (12 def, 7 armour) enlightening reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun +7 Wil ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Mind.save +18 (+6 eff.) A suit of armour made of leather. |
fortifying stralite mail armour (4 def, 8 armour) fortifying stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +44.00 A suit of armour made of mail. |
cleansing stralite plate armour of natural resilience (0 def, 13 armour) cleansing stralite plate armour of natural resilience (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Disrupt While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +29% nature +28% blight D.Red.from +8% Unnatural A suit of armour made of metal plates. |
stralite plate armour (0 def, 13 armour) stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Normal] While equipped: ----- def ----- Armour +13 Fatigue +22% A suit of armour made of metal plates. |
noble's rough leather belt noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Duskobeisance (0 def, 5 armour) Duskobeisance (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Con +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +10% acid +9% physical Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% * 20% chance to reduce armor by 6% ----- def ----- Armour +5 Fatigue +4% Resists +27% acid +20% darkness Blindside: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
ametrine 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. |
zircon 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. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 onyx 10 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. |
11 lapis lazuli 11 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. |
5 emerald 5 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. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
167 alchemist agate 167 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial 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.(142 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Dúathedlen Heart Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns) 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. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "A View From The Gallery" 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. |
Achievements
By Sarus the Cornac Oozemancer level 33
7th Pyre 123rd year of Ascendancy at 16:54 see stats
By Sarus the Cornac Oozemancer level 34
23rd Pyre 123rd year of Ascendancy at 04:09 see stats
By Sarus the Cornac Oozemancer level 32
68th Regrowth 123rd year of Ascendancy at 19:08 see stats
By Sarus the Cornac Oozemancer level 32
66th Regrowth 123rd year of Ascendancy at 18:22 see stats
By Sarus the Cornac Oozemancer level 23
5th Haze 122nd year of Ascendancy at 11:36 see stats
By Sarus the Cornac Oozemancer level 36
36th Pyre 123rd year of Ascendancy at 11:52 see stats
By Sarus the Cornac Oozemancer level 23
11st Haze 122nd year of Ascendancy at 15:15 see stats
By Sarus the Cornac Oozemancer level 35
32nd Pyre 123rd year of Ascendancy at 05:26 see stats
By Sarus the Cornac Oozemancer level 18
60th Dusk 122nd year of Ascendancy at 10:57 see stats
By Sarus the Cornac Oozemancer level 19
61st Dusk 122nd year of Ascendancy at 09:42 see stats
By Sarus the Cornac Oozemancer level 26
31st Regrowth 123rd year of Ascendancy at 18:26 see stats
By Sarus the Cornac Oozemancer level 23
75th Dusk 122nd year of Ascendancy at 13:03 see stats
By Sarus the Cornac Oozemancer level 33
74th Regrowth 123rd year of Ascendancy at 04:12 see stats
By Sarus the Cornac Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 14:19 see stats
By Sarus the Cornac Oozemancer level 20
63rd Dusk 122nd year of Ascendancy at 01:39 see stats
By Sarus the Cornac Oozemancer level 30
63rd Regrowth 123rd year of Ascendancy at 01:12 see stats
By Sarus the Cornac Oozemancer level 26
1st Decay 122nd year of Ascendancy at 13:48 see stats
By Sarus the Cornac Oozemancer level 33
14th Pyre 123rd year of Ascendancy at 23:06 see stats
By Sarus the Cornac Oozemancer level 23
54th Haze 122nd year of Ascendancy at 23:27 see stats
By Sarus the Cornac Oozemancer level 26
66th Haze 122nd year of Ascendancy at 06:31 see stats
By Sarus the Cornac Oozemancer level 30
63rd Regrowth 123rd year of Ascendancy at 23:39 see stats
By Sarus the Cornac Oozemancer level 36
32nd Pyre 123rd year of Ascendancy at 07:42 see stats
By Sarus the Cornac Oozemancer level 32
68th Regrowth 123rd year of Ascendancy at 19:08 see stats
By Sarus the Cornac Oozemancer level 26
38th Regrowth 123rd year of Ascendancy at 06:49 see stats
By Sarus the Cornac Oozemancer level 27
50th Regrowth 123rd year of Ascendancy at 12:41 see stats
By Sarus the Cornac Oozemancer level 19
62nd Dusk 122nd year of Ascendancy at 02:57 see stats
By Sarus the Cornac Oozemancer level 31
66th Regrowth 123rd year of Ascendancy at 09:58 see stats
Log
Emynne the Invoker's cleansing fire area effect hits Sarus for 12 fire damage.
Emynne the Invoker's physical stun area effect hits Sarus for 39 fire, 4 physical (44 total damage).
Emynne the Invoker's physical stun area effect hits Sarus's mucus ooze for 129 fire damage.
Emynne the Invoker's cleansing fire area effect hits Sarus for 28 fire damage.
Emynne the Invoker's cleansing fire area effect hits Bloated ooze for 54 fire damage.
Emynne the Invoker's cleansing fire area effect hits Bloated ooze for 62 fire damage.
Poluna the Invoker's cleansing fire area effect hits Sarus for 16 fire damage.
Poluna the Invoker's cleansing fire area effect hits Bloated ooze for 36 fire damage.
Poluna the Invoker's cleansing fire area effect killed Bloated ooze!
Emynne the Invoker's physical stun area effect killed Sarus's mucus ooze!
Emynne the Invoker casts Frozen Ground.
Emynne the Invoker hits Bloated ooze for 170 cold damage.
Talent Infusion: Healing is ready to use.
Talent Thorn Grab is ready to use.
Sarus shares damage with his oozes!
Emynne the Invoker killed Bloated ooze!
Burning from Emynne the Invoker hits Sarus for 5 cold, 0 fire (6 total damage).
Ran for 2 turns (stop reason: taken damage).
Sarus shares damage with his oozes!
Sarus's manaburn arcane area effect hits Bloated ooze for 0 arcane damage.
Sarus's manaburn arcane area effect hits Sarus for 0 arcane damage.
Emynne the Invoker's physical stun area effect hits Sarus for 31 cold, 8 physical (39 total damage).
Emynne the Invoker's cleansing fire area effect hits Sarus for 20 cold, 1 fire (22 total damage).
Emynne the Invoker's cleansing fire area effect hits Bloated ooze for 44 cold, 4 fire (49 total damage).
Sarus shares damage with his oozes!
Emynne the Invoker's Fireflash hits Sarus for 96 cold damage.
Emynne the Invoker's Fireflash hits Bloated ooze for 206 cold damage.
Sarus the level 37 cornac oozemancer was chilled to death by Emynne the Invoker on level 1 of Hidden Vault - Vor Pride (1).