













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Embers of Rage 1.6.7Official 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:
Ashes of Urh'Rok 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Madness Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 30 / 20% |
| Size | big |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 30 on the 48th Regrowth 123rd year of Ascendancy at 04:44 / 2Killed by Voruna the xorn at level 30 on the 48th Regrowth 123rd year of Ascendancy at 06:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 12) |
| Dexterity | 19 (base 10) |
| Constitution | 37 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 106.00875153959 (base 60) |
| Cunning | 85.008751539589 (base 60) |
Resources
| Life | -129/921 |
| Equilibrium | 46 |
| Healing Factor | 1.3156521739131 |
| Regeneration | 9.5384782608699 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -38% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 51.055150857941 |
| See Invisible | 55.055150857941 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 60 |
| Crit Chance | 38% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 60 |
| Crit Chance | 36% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Acid | +15% |
| Light | +9% |
| Nature | +37% |
| Darkness | +6% |
| Physical | +3% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +12% |
| Light | +10% |
| Fire | +5% |
| Physical | +15% |
| Cold | +15% |
| Nature | +84% |
Defense: Base
| Armour (hardiness) | 39.5 (43.636363636364%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 19 |
| Physical Save | 46 |
| Spell Save | 49 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 67%( 70%) |
| Arcane | + 60%( 70%) |
| Mind | + 52%( 70%) |
| All | + 49%( 70%) |
| Darkness | + 52%( 70%) |
| Light | + 70%( 70%) |
| Physical | + 53%( 70%) |
| Lightning | + 65%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 66% |
| Confusion Resistance | 13% |
| Instadeath Resistance | 100% |
| Poison Resistance | 66% |
| Blind Resistance | 66% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 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 722% 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: 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 3 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 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 mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.40 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Psiblades |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 34%. Pain Suppression |
| beneficial effect | Nature damage increased by 4%. Natural Acid |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The target is in the center of a lightning hurricane, doing 86.15 to 258.44 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | You gain 32% resistance against light. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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. | active |
You failed to protect the injured seer from death by Mad Oozemancer. Escort: injured seer (level 1 of Daikara) | 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 failed to protect the lone alchemist from death by Emeloriara the wolf. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Gloroyalaith the large brown snake. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Belosera the fox. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Velanor the fire drake. Escort: repented thief (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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! | active |
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 |
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 | Emelomina the Ravenspawn (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Changes stats: +3 Cun / +2 Dex Changes resistances: +2% physical Changes damage: +6% darkness It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 122% 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. A pair of boots made of leather. |
| Light source | LightmasterInfused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Wil Changes resistances: +9% light Changes resistances penetration: +5% fire Changes damage: +9% mind / +6% light Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +26 (+7 eff.) Light radius: +7 See stealth: +9 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Anukan the hardened leather cap (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Fatigue: +3% Changes resistances: +5% arcane / +3% mind Reduces incoming crit damage: 15.00% Physical save: +19 (+6 eff.) Spell save: +3 (+1 eff.) Only die when reaching: -80.00 life A cap made of leather. |
| On hands | Spellhunt Remnants (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+3 eff.) Maximum life: +60.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Brightraider the steel torque of mindblast [power 190] (10.5/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% light / +6% darkness Changes resistances penetration: +10% light Changes damage: +3% light Reduces incoming crit damage: 15.00% Pinning immunity: +10% It can be used to blast the opponent's mind dealing 104 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Lisyrawe'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +7 (+3 eff.) Changes stats: +7 Str / +4 Wil / +3 Cun / +6 Con Changes resistances: +6% acid Changes damage: +3% physical Reduces incoming crit damage: 10.00% Only die when reaching: -40.00 life Rings can have magical properties. |
| On fingers | steel ring 'Giloblek'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +7 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances penetration: +15% physical Physical save: +6 (+2 eff.) Life regen: +7.00 Stamina each turn: +1.00 Maximum life: +51.00 Maximum stamina: +20.00 Movement speed: +12% Healing mod.: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| Around neck | gold amulet 'Elenerath'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+6 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 8% Changes stats: +13 Lck / +3 Wil Changes resistances: +3% acid / +7% physical / +5% arcane Mental save: +8 (+3 eff.) Confusion immunity: +13% Stamina each turn: +0.30 Mindpower: +8 (+2 eff.) Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
| In main hand | Oozing Heart (17-18.7 power, 31 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 112% Wil, 43% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +31 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +3 Cun / +9 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +17 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 34.56 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 | rough leather belt 'Rainwire'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +3% mind Changes resistances penetration: +15% cold Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Size category: +1 A belt that goes around your waist. |
| In off hand | creative pulsing mindstar of storms (13-14.3 power, 39 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 112% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +39 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 lightning Changes stats: +3 Str / +1 Dex / +2 Mag / +4 Wil / +10 Cun / +4 Con Changes resistances: +12% lightning Changes resistances penetration: +12% lightning Changes damage: +13% lightning Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mindpower: +12 (+3 eff.) Mental crit. chance: +4% 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 | Rainblast the cashmere cloak (2 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes resistances penetration: +25% nature Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Disease immunity: +20% Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 45 power out of 52/80) : Effective talent level: 3.0 Power cost: 45 out of 52/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 21.39 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion of the psychic (heal 266; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 126; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 718%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion of the sneak (speed 787%; cd 9) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 787% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 654; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 654 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 21%; physical; dur 3; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 22%; physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.biting gale rune (damage 44; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 44.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Cut immunity: +50% Confusion immunity: +23% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
clarifying steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% mind Confusion immunity: +23% Amulets can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.27 cold and 10.58 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
enhanced steel dagger (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +6 Dex / +5 Mag / +3 Wil / +4 Cun / +5 Con Sharp, short and deadly. |
steel dagger of enduring (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +27.00 Sharp, short and deadly. |
Quenchserpent the iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +5 Dex / +5 Mag / +4 Wil / +5 Cun / +5 Con Changes resistances penetration: +25% lightning / +25% cold Changes damage: +15% acid / +9% cold Blunt and deadly. |
Rimefame (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Changes stats: +9 Wil / +2 Cun / +7 Con Changes resistances: +6% cold Changes resistances penetration: +10% cold Maximum life: +13.00 Maximum hate: +10.00 Blunt and deadly. |
vined mindstar 'Velumina' (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +5% Unnatural When wielded/worn: Changes resistances: +5% arcane / +6% cold Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Mental save: +4 (+1 eff.) Maximum psi: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Wretchwolf'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +3% nature / +3% fire Changes resistances penetration: +20% nature / +20% fire Changes damage: +15% nature A belt that goes around your waist. |
Islath the Bleakrazor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +2 Con Changes resistances: +12% acid Changes resistances penetration: +20% darkness / +15% acid Changes damage: +21% darkness Talent mastery: +0.30 Technique / Combat training Spell save: -13 (-4 eff.) Stamina each turn: +0.90 Mana each turn: -0.31 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Isluwen' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Str Changes resistances: +6% acid / +6% fire / +12% lightning / +6% cold Cut immunity: +10% Pinning immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Zystir (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +12 Str / +16 Mag / +14 Wil Changes resistances: +20% lightning / +16% cold / +11% all Changes damage: +20% lightning / +20% physical / +30% cold Life regen: +4.00 Mana each turn: +0.12 Psi each turn: +0.18 Maximum vim: +40.00 Spellpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +7% blight / +14% darkness / +14% mind / +11% all Physical save: +13 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +20 (+6 eff.) Life regen: +2.30 Maximum life: +52.00 Healing mod.: +13% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 63% (based on Cunning) Activation costs 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Kilnthorn the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Cun / +9 Wil Changes damage: +6% mind / +15% fire Physical save: +10 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +20 (+5 eff.) A pair of boots made of leather. |
pair of dwarven-steel boots 'Yverith' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +9% blight / +5% arcane / +3% darkness Physical save: +16 (+5 eff.) Mental save: +15 (+4 eff.) Disease immunity: +10% Confusion immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm hardened leather gloves of strength (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 10 lightning Changes stats: +4 Str Changes resistances: +7% lightning Changes damage: +3% lightning 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. |
Anasus (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +1 Mag / +10 Con Changes damage: +6% physical Critical mult.: +5.00% Physical save: +3 (+1 eff.) Maximum hate: +2.00 A cap made of leather. |
Festerbraze (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% nature / +8% cold Changes resistances penetration: +10% mind Changes damage: +6% cold / +6% nature / +12% mind Allows you to breathe in: water Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 17 power out of 45/45) : Effective talent level: 2.0 Power cost: 17 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.99 mind and 11.66 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 24% 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 23. Terrified: Deals 3.00 mind and 2.92 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 4.66 mind and 4.53 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. |
Zubibeth the Noonripper (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str / +13 Wil Changes resistances: +7% physical Changes damage: +21% light Physical save: +8 (+2 eff.) Light radius: +2 A cap made of leather. |
rough leather cap 'Vorynne' (0 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +9 Fatigue: +1% Changes stats: +6 Dex Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +10% blight Critical mult.: +15.00% A cap made of leather. |
nimble reinforced leather armour of resilience (16 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +16 (+5 eff.) Fatigue: +8% Changes stats: +6 Dex Maximum life: +28.00 Movement speed: +20% A suit of armour made of leather. |
dwarven-steel shield 'Starnail' (0 def, 25 armour, 174 block)Requires: - Shield usage training - Cunning 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +25 Fatigue: +8% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light Changes stats: +2 Str / +1 Dex / +5 Con Changes resistances: +13% temporal / +18% cold Talent granted: +1 Block Physical save: +8 (+2 eff.) Handheld deflection devices. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 72 power out of 50/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Erelarim'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Dex / +1 Mag / +2 Wil Light radius: +9 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% blight Mental save: +5 (+2 eff.) Life regen: +2.00 Light radius: +3 See stealth: +6 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
iron torque of psionic shield 'Emelidhebeth' [power 25] (10.5/23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Wil / +1 Con Changes resistances: +3% physical Stamina each turn: +2.00 Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Toxintreason' [power 175] (10.5/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +1% physical / +6% fire / +9% nature / +9% darkness Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Disarm immunity: +10% It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 90 physical damage Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Dazzlepall [power 122] (10.5/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +10% lightning / +25% cold Changes damage: +15% light / +12% cold Light radius: +2 It can be used to sting an enemy dealing 83 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of healing [power 302] (10.5/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 14 turns. When used: * Heal for 62. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Mad Oozemancer the Thalore Oozemancer level 19
56th Dusk 122nd year of Ascendancy at 01:00 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Mad Oozemancer the Thalore Oozemancer level 26
11st Regrowth 123rd year of Ascendancy at 10:17 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mad Oozemancer the Thalore Oozemancer level 10
8th Flare 122nd year of Ascendancy at 10:54 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Mad Oozemancer the Thalore Oozemancer level 23
1st Allure 123rd year of Ascendancy at 16:20 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Mad Oozemancer the Thalore Oozemancer level 10
8th Flare 122nd year of Ascendancy at 10:53 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Mad Oozemancer the Thalore Oozemancer level 20
59th Haze 122nd year of Ascendancy at 01:14 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Mad Oozemancer the Thalore Oozemancer level 30
27th Regrowth 123rd year of Ascendancy at 15:15 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Mad Oozemancer the Thalore Oozemancer level 19
5th Haze 122nd year of Ascendancy at 21:34 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Mad Oozemancer the Thalore Oozemancer level 27
12nd Regrowth 123rd year of Ascendancy at 02:38 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Mad Oozemancer the Thalore Oozemancer level 9
2nd Summertide 122nd year of Ascendancy at 18:40 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mad Oozemancer the Thalore Oozemancer level 22
6th Decay 122nd year of Ascendancy at 19:33 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mad Oozemancer the Thalore Oozemancer level 16
45th Dusk 122nd year of Ascendancy at 13:39 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Mad Oozemancer the Thalore Oozemancer level 30
48th Regrowth 123rd year of Ascendancy at 04:44 see stats
Log
Xereyamira the storm drake hatchling resists the punch!
Urkis, the High Tempest is knocked back!
Mad Oozemancer shares damage with her oozes!
Armoured skeleton warrior receives 39 healing from Ghoulking's purging blight area effect.
Skeleton master archer receives 39 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Voruna the xorn for 13 blight damage.
Xereyamira the storm drake hatchling receives 42 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 41 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 41 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Bloated ooze for 17 blight damage.
Voruna the xorn's Tornado hits Armoured skeleton warrior for (11 absorbed), 127 lightning, 139 physical (266 total damage).
Voruna the xorn's Tornado hits Skeleton master archer for (139 absorbed), 0 lightning, (139 absorbed), 0 physical (0 total damage).
Voruna the xorn's Tornado hits Xereyamira the storm drake hatchling for 42 lightning, 124 physical (166 total damage).
Voruna the xorn's Tornado hits Mad Oozemancer for 16 lightning, 39 physical (56 total damage).
Voruna the xorn's Tornado hits Skeleton warrior for (22 absorbed), 117 lightning, 139 physical (256 total damage).
Voruna the xorn's Tornado hits Bloated ooze for 88 lightning damage.
Voruna the xorn's Tornado hits Mad Oozemancer's mucus ooze for 139 lightning damage.
Voruna the xorn's Tornado hits Armoured skeleton warrior for (89 absorbed), 50 lightning, 139 physical (189 total damage).
Voruna the xorn's Tornado hits Urkis, the High Tempest for 0 lightning, (109 absorbed), 0 physical (0 total damage).
Voruna the xorn's Tornado hits Bloated ooze for 103 physical damage.
Mad Oozemancer the level 30 thalore oozemancer was skewered to death by Voruna the xorn on level 2 of Tempest Peak.
The skin of Mad Oozemancer starts dripping acid.
Mad Oozemancer is not stunned anymore.
Mad Oozemancer deactivates Psiblades.
Mad Oozemancer is no longer attuned.
Mad Oozemancer's nature damage is no longer so potent.
Mad Oozemancer deactivates Unstoppable Nature.
Mad Oozemancer deactivates Mitosis.
The Hurricane around Mad Oozemancer dissipates.
Mad Oozemancer feels pain again.














































































































