












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 50 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Vorunn the armoured skeleton warrior at level 29 on the 3rd Haze 123rd year of Ascendancy at 07:53 5 / 2Killed by Vorunn the armoured skeleton warrior at level 29 on the 3rd Haze 123rd year of Ascendancy at 08:50 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 42 (base 25) |
| Constitution | 78 (base 60) |
| Magic | 16 (base 13) |
| Willpower | 125.82449393442 (base 63) |
| Cunning | 105.51020580601 (base 60) |
Resources
| Life | 1535/1535 |
| Equilibrium | 91 |
| Psi | 226/226 |
| Healing Factor | 1.5725372656298 |
| Regeneration | 77.95376129988 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 45.833783398306 |
| See Invisible | 45.833783398306 |
Offense: Mainhand
| Damage | 150 |
| Accuracy | 65 |
| Crit Chance | 42% |
| APR | 52 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 164 |
| Accuracy | 65 |
| Crit Chance | 40% |
| APR | 81 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17.666666666667 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 110 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +28% |
| Acid | +25% |
| Light | +25% |
| Mind | +42% |
| Cold | +19% |
| Arcane | +19% |
| Fire | +25% |
| All | +10% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +25% |
| Acid | +75% |
| Cold | +5% |
| Arcane | +40% |
| Mind | +40% |
| Nature | +50% |
Defense: Base
| Armour (hardiness) | 29 (35%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 28 |
| Physical Save | 41 |
| Spell Save | 51 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 52%( 70%) |
| Cold | + 49%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 43%( 70%) |
| Mind | + 43%( 70%) |
| Darkness | + 43%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 68%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Bleed Resistance | 67% |
| Confusion Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 726 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 316 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 840% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.40 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Psiblades |
| talent | Skate |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by 3-headed hydra. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
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 Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 780. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Woevein the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +20 (+4 eff.) Res.pen +20% darkness +20% mind ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.16 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Seartrail'1.0 T5 lite [Rare] Nature While equipped: Stats +5 Str +3 Dex +6 Con dps ---------- Res.pen +25% acid +25% physical Acc +20 (+7 eff.) Apr +3 Melee Ret 6 physical ----- def ----- Defense +25 (+8 eff.) Resists +15% blight +9% fire HP.reg +16.00 ---------- misc Stam/turn +3.16 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Searbiter (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+5 eff.) Mind.pwr +25 (+4 eff.) Dmg.mod +15% fire ----- def ----- Armour +3 Resists +15% lightning Poison- +20% Confus- +20% ---------- misc Psi/ret +0.08 Max.hate +10.00 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 | Shinesmash [power 494] (13 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.crit +6% Crit.mult +15.00% Dmg.mod +12% mind ---------- misc Hate/m.crit +3.00 Light +2 Infravis +3 Heal yourself and all friendly characters within 10 spaces for 494 Puts all charms on 13 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +8% nature +7% blight Poison- +19% Disease- +14% Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | Scorchmonster0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +25% arcane Melee Ret 10 fire ----- def ----- Resists +12% fire +5% arcane +18% light Max.HP +75.00 HP.reg +14.00 Heal.mod +16% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 T4 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all ----- def ----- Stun/Frz- +30% Amulets make your neck look great! |
| In main hand | Oozing Heart (17-19 power, 49 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +49 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane While equipped: Stats +4 Cun +11 Wil dps ---------- Mind.crit +8% Mind.pwr +23 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 91.77 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Around waist | Rainflash the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +5 Cun +3 Con +7 Lck dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +9% arcane Res.pen +15% arcane +5% cold ----- def ----- Resists +9% cold Phys.save +7 (+3 eff.) Mind.save +5 (+1 eff.) Stealth +8 ---------- misc T.Disarm +20 Infravis +4 A belt that goes around your waist. |
| In off hand | Nexus of the Way (22-24 power, 78 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 114% Wil, 38% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +78 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun +11 Wil dps ---------- Mind.crit +9% Mind.pwr +34 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 61 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Cloak | linen cloak 'Frozensweep' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Mind.crit +6% Crit.mult +20.00% Mind.pwr +30 (+5 eff.) Dmg.mod +9% cold ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
movement infusion of the psychic (speed 777%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 777% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Archack0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +9% mind Res.pen +20% lightning On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Resists +6% temporal +9% darkness +6% blight +22% mind +6% nature Confus- +32% Amulets make your neck look great! |
Emawyn the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +10 Dex +3 Wil +5 Con ----- def ----- Resists +14% temporal Crit.dmg- 15.00% Pinning- +26% Knockbk- +25% ---------- misc See.Invis +3 Amulets make your neck look great! |
Glunn the Sunmire0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +15% fire ----- def ----- Fatigue -6% Resists +12% acid +3% physical Crit.dmg- 10.00% HP.reg +3.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (118). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
cleansing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun ----- def ----- Resists +11% nature +12% blight Poison- +22% Disease- +23% Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet 'Maludunathad'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +13 Lck +4 Dex dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +6% arcane +6% physical Res.pen +5% arcane Acc +8 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Unseen.red 12% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) Confus- +11% Amulets make your neck look great! |
savior's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+3 eff.) Amulets make your neck look great! |
savior's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +11 (+3 eff.) Amulets make your neck look great! |
steel amulet 'Dawnclash'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light ----- def ----- Fatigue -6% Resists +12% light Crit.dmg- 15.00% Max.HP +40.00 HP.reg +3.00 Cut- +20% Silence- +20% ---------- misc Max.hate +2.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Iveda0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +8 Dex +6 Wil +8 Cun +4 Con dps ---------- Acc +13 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Resists +6% blight Spell.save +17 (+6 eff.) Mind.save +12 (+3 eff.) Teleport- +10% ---------- misc Max.stam +28.00 See.Invis +6 Rings make your fingers look great! |
Offaltreason the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +3% nature +10% fire Res.pen +15% nature ----- def ----- Resists +6% temporal +20% fire Phys.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Siloriaba0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Dex +3 Wil +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% acid Res.pen +20% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% cold +12% nature +6% light Rings make your fingers look great! |
Tarrorain the Hazeknave0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Str +4 Dex +6 Wil +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% cold Acc +13 (+5 eff.) Apr +13 ----- def ----- Defense +12 (+4 eff.) Mind.save +12 (+3 eff.) Die.at -20.00 life Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 92% 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! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.45 cold and 24.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper quartz ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +12% Disease- +12% Stun/Frz- +30% Rings make your fingers look great! |
wrathful pulsing mindstar of storms (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Mag +4 Wil +5 Cun +5 Con dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Melee+ 11 lightning Dmg.mod +12% lightning Res.pen +7% lightning ----- def ----- Resists +10% lightning ---------- misc Hate/m.crit +5.00 Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Yvulle1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +7% ----- def ----- Defense +15 (+5 eff.) Resists +9% blight +3% fire +12% darkness Max.HP +40.00 A belt that goes around your waist. |
Betobrekira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +3% Res.pen +15% mind ----- def ----- Defense +1 (+0 eff.) Resists +12% nature +12% blight HP.reg +2.00 Heal.mod +10% ---------- misc Psi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeruretira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +2 Cun ----- def ----- Defense +1 (+0 eff.) Resists +3% nature +3% physical Confus- +10% Stun/Frz- +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Yeek-fur Robe (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+3 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
cashmere robe 'Porunn' (8 def, 3 armour)2.0 T3 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% nature ----- def ----- Armour +3 Defense +8 (+3 eff.) Resists +6% temporal +17% blight +28% nature +5% arcane +11% all Phys.save +20 (+7 eff.) Max.HP +57.00 HP.reg +2.30 Heal.mod +16% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +8% blight +10% darkness +12% mind +11% all Phys.save +13 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +25 (+7 eff.) Max.HP +48.00 HP.reg +2.10 Heal.mod +15% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bleakbore the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 42% ----- def ----- Armour +1 Resists +6% lightning +7% temporal +6% cold Die.at -80.00 life Confus- +20% A pair of boots made of leather. |
Urthehor the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil +2 Cun +2 Con ----- def ----- Armour +1 Resists +3% fire Phys.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +10% Poison- +20% Knockbk- +20% A pair of boots made of leather. |
Ivinn the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Phys.pwr +7 (+2 eff.) Dmg.mod +12% physical Acc +8 (+3 eff.) Apr +10 ----- def ----- Armour +3 Fatigue +5% Resists +10% blight +3% temporal +3% darkness Phys.save +24 (+8 eff.) Spell.save +22 (+8 eff.) Mind.save +6 (+2 eff.) HP.reg +9.00 Disarm- +23% ---------- misc Stam/turn +1.80 Max.stam +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Arasin the drakeskin leather cap (0 def, 9 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +5 (+0 eff.) Dmg.mod +6% arcane ----- def ----- Armour +9 Fatigue +5% Resists +22% mind Phys.save +18 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +16 (+4 eff.) Confus- +41% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 45.44 mind and 35.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 33% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 33. Terrified: Deals 11.36 mind and 8.80 darkness damage per turn and increases cooldowns by 50%. Haunted: Causes the target to suffer 17.60 mind and 13.63 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1354 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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Flashnaught' (dig speed 29 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee Ret 2 light ----- def ----- Resists +6% darkness +5% arcane Affinity +15% darkness Max.HP +40.00 HP.reg +4.00 Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Daironik the Hellsjustice2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+1 eff.) Melee Ret 4 fire ----- def ----- Max.HP +43.00 ---------- misc Psi/ret +0.04 Max.hate +6.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eclipsepulverizer the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +2 Resists +5% arcane +6% blight Spell.save +6 (+2 eff.) Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Magmahunger1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% acid +6% fire Res.pen +15% fire Melee Ret 8 nature 10 fire ----- def ----- Resists +10% blight +21% fire HP.reg +10.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Cyromina'2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Str +2 Dex +4 Wil +2 Con dps ---------- Dmg.mod +7% mind Res.pen +25% acid ----- def ----- Armour +4 Resists +6% acid Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
42 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 383/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Veluma [power 2] (22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +8 Resists +5% physical +6% fire Crit.dmg- 15.00% Mind.save +12 (+3 eff.) Blind- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glarekin the yew totem of thorny skin [power 50] (17 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Str dps ---------- Dmg.mod +18% light ----- def ----- HP.reg +4.00 Stun/Frz- +20% Knockbk- +20% ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to reduce fatigue by 43% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 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 22 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. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Ulfyrodin [power 35] (17 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +15% temporal ----- def ----- Resists +3% temporal Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to heal for 36. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 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. |
11 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Slimer the Thalore Oozemancer level 40
57th Pyre 124th year of Ascendancy at 04:39 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Slimer the Thalore Oozemancer level 40
29th Pyre 124th year of Ascendancy at 12:27 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Slimer the Thalore Oozemancer level 20
54th Regrowth 123rd year of Ascendancy at 06:13 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Slimer the Thalore Oozemancer level 49
60th Haze 124th year of Ascendancy at 16:59 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Slimer the Thalore Oozemancer level 43
69th Pyre 124th year of Ascendancy at 09:26 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Slimer the Thalore Oozemancer level 38
4th Pyre 124th year of Ascendancy at 20:52 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Slimer the Thalore Oozemancer level 10
24th Haze 122nd year of Ascendancy at 12:54 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Slimer the Thalore Oozemancer level 42
64th Pyre 124th year of Ascendancy at 22:44 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Slimer the Thalore Oozemancer level 36
50th Regrowth 124th year of Ascendancy at 08:40 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Slimer the Thalore Oozemancer level 33
10th Allure 124th year of Ascendancy at 15:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Slimer the Thalore Oozemancer level 20
63rd Pyre 123rd year of Ascendancy at 01:43 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Slimer the Thalore Oozemancer level 31
20th Haze 123rd year of Ascendancy at 14:41 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Slimer the Thalore Oozemancer level 28
47th Dusk 123rd year of Ascendancy at 05:18 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Slimer the Thalore Oozemancer level 50
23rd Regrowth 125th year of Ascendancy at 10:08 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Slimer the Thalore Oozemancer level 40
49th Pyre 124th year of Ascendancy at 01:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Slimer the Thalore Oozemancer level 10
24th Haze 122nd year of Ascendancy at 12:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Slimer the Thalore Oozemancer level 20
39th Regrowth 123rd year of Ascendancy at 13:01 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Slimer the Thalore Oozemancer level 30
3rd Haze 123rd year of Ascendancy at 19:17 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Slimer the Thalore Oozemancer level 40
28th Pyre 124th year of Ascendancy at 22:57 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Slimer the Thalore Oozemancer level 50
21st Regrowth 125th year of Ascendancy at 09:56 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Slimer the Thalore Oozemancer level 20
52nd Pyre 123rd year of Ascendancy at 23:39 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Slimer the Thalore Oozemancer level 27
46th Dusk 123rd year of Ascendancy at 08:00 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Slimer the Thalore Oozemancer level 42
65th Pyre 124th year of Ascendancy at 01:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Slimer the Thalore Oozemancer level 7
9th Mirth 122nd year of Ascendancy at 21:45 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Slimer the Thalore Oozemancer level 29
67th Dusk 123rd year of Ascendancy at 18:27 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Slimer the Thalore Oozemancer level 44
59th Dusk 124th year of Ascendancy at 03:33 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Slimer the Thalore Oozemancer level 25
9th Flare 123rd year of Ascendancy at 16:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Slimer the Thalore Oozemancer level 16
10th Regrowth 123rd year of Ascendancy at 18:41 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Slimer the Thalore Oozemancer level 39
28th Pyre 124th year of Ascendancy at 22:57 see stats
Log
Today is the 31st Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 32nd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Slimer can not wear (around waist): rough leather belt of unlife (antimagic).
You gain 1.59 gold from the transmogrification of rough leather belt of unlife.
There is a Gates of Morning (Town) here (press '' or right click to use).
Today is the 33rd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 34th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 35th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:38.
Today is the 36th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
There is a Entrance to Vor Pride bastion here (press '' or right click to use).
Today is the 37th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:15.
Today is the 38th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
There is a Entrance to Vor Pride bastion here (press '' or right click to use).
Today is the 39th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.



































































































































