











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 50 / 996% |
| Size | medium |
| Lifes / Deaths | Killed by Poruwyn the orc warrior at level 50 on the 6th Dusk 123rd year of Ascendancy at 01:38 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 7) |
| Dexterity | 70 (base 50) |
| Constitution | 89 (base 49) |
| Magic | 21 (base 12) |
| Willpower | 98 (base 60) |
| Cunning | 92 (base 65) |
Resources
| Life | -81/1776 |
| Equilibrium | 66 |
| Healing Factor | 1.4578604441647 |
| Regeneration | 37.480508476668 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 61.29092133843 |
| See Invisible | 61.29092133843 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 62 |
| Crit Chance | 36% |
| APR | 95 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 85 |
| Accuracy | 62 |
| Crit Chance | 34% |
| APR | 79 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17.333333333333 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 89 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +34% |
| Nature | +201% |
| Acid | +58% |
| Blight | +6% |
| Arcane | +27% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Blight | +20% |
| Nature | +88% |
| Darkness | +35% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 37 (48.304188961773%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 71 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 67%( 70%) |
| Cold | + 30%( 70%) |
| All | + 30%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 34%( 70%) |
| Lightning | + 48%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Bleed Resistance | 67% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 60% |
| Poison Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 35% 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: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 742 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Moss | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Nerann the stone troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by elder vampire. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by multi-hued drake. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2325. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland 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 | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 18 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | piercing dwarven lantern of illusion1.0 T5 lite [Ego++] Master/Psionic While equipped: dps ---------- Res.pen +10% all Apr +14 ----- def ----- Defense +12 (+3 eff.) Phys.save +18 (+6 eff.) Spell.save +19 (+4 eff.) Mind.save +15 (+3 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Shaderoar the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Cun +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +30 (+6 eff.) Dmg.mod +30% nature Res.pen +25% darkness Melee Ret 6 mind 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Armour +5 Fatigue +5% ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 240.03 arcane damage and stunned). Uses 55 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Layiratta the Airnull [power 554] (2/9 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Dex +5 Con dps ---------- Dmg.mod +21% lightning +18% acid Res.pen +33% nature Acc +20 (+6 eff.) Apr +6 Melee Ret 13 acid ----- def ----- Armour +12 Resists +18% acid Phys.save +18 (+6 eff.) ---------- misc Stam/turn +3.97 Sting an enemy dealing 1669 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's gold ring of speed0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Mov.spd +13% Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Blinding Speed: Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
| On fingers | Toxinviper0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Dmg.mod +13% lightning +6% physical +27% nature Melee Ret 8 light ----- def ----- Resists +26% lightning +12% light Rings make your fingers look great! |
| Around neck | Tulerek the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% blight Res.pen +10% blight Acc +9 (+3 eff.) Apr +13 Melee Ret 8 blight ----- def ----- Phys.save +8 (+2 eff.) Spell.save +9 (+2 eff.) Max.HP +58.00 HP.reg +6.00 ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
| In main hand | Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 275.47 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | Barkripper the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +27% arcane +15% nature Melee Ret 6 mind 4 acid On Hit (Melee): * 21% chance to reduce all saves and defense by 46 ----- def ----- Resists +21% acid +5% arcane +21% nature Max.HP +70.00 A belt that goes around your waist. |
| In off hand | thorny mindstar 'Phlegmkill' (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 nature On Hit.r1 +16 darkness On Hit: * 20% chance to slow global speed by 75% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +24% nature ----- def ----- Resists +6% light Mind.save +7 (+1 eff.) ---------- misc Max.psi +32.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Unrysaneg the Skycutter (22 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Melee Ret 4 lightning ----- def ----- Defense +22 (+5 eff.) Spell.save +6 (+1 eff.) Die.at -80.00 life Max.HP +40.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Turadohor the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +5 Wil +20 Con dps ---------- Crit.mult +10.00% Dmg.mod +60% nature +30% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +45% acid +6% temporal +15% all Mind.save +15 (+3 eff.) Poison- +100% Disease- +93% ---------- misc Psi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 255; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 255 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 282; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 282 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -711; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -711 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1421 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 1013%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1013% 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. |
regeneration infusion of the titan (heal 817; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 817 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Silewe the copper amulet0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% physical Apr +3 ----- def ----- Defense +5 (+1 eff.) Resists +10% blight +10% nature +3% acid Poison- +22% Disease- +20% Amulets make your neck look great! |
copper amulet 'Aeryrach'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +25% acid +15% arcane Melee Ret 10 acid ----- def ----- Resists +9% mind Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
copper ring 'Nimbusglamour'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% lightning Res.pen +25% lightning ----- def ----- Resists +6% blight +6% fire Mind.save +6 (+1 eff.) Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% 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 (+2 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. |
steel ring 'Camahor'0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% darkness +3% nature +6% mind +12% light Max.HP +27.00 HP.reg +4.00 Cut- +20% Disarm- +22% Pinning- +30% Knockbk- +30% Teleport- +20% Rings make your fingers look great! |
Velida the Snownail0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% cold Res.pen +20% cold Acc +11 (+3 eff.) Apr +9 ----- def ----- Defense +11 (+2 eff.) Resists +6% cold Phys.save +10 (+3 eff.) Max.HP +50.00 HP.reg +11.00 Heal.mod +13% Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
gold ring 'Naturepyre'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% cold +9% nature +6% mind Melee Ret 10 cold On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Max.HP +35.00 Disarm- +27% Pinning- +31% Knockbk- +32% Rings make your fingers look great! |
Aeragas the Tidelace0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +21.07% Res.pen +20% cold ----- def ----- Resists +21% cold Mind.save +19 (+4 eff.) HP.reg +6.00 Stun/Frz- +43% ---------- misc Max.hate +10.54 Rings make your fingers look great! |
Gleamoozer the stralite ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str dps ---------- Dmg.mod +6% light On Hit (Melee): * 10% chance to reduce all saves and defense by 46 ----- def ----- Armour +12 Resists +12% light Mind.save +13 (+3 eff.) HP.reg +5.00 Confus- +40% Stun/Frz- +27% ---------- misc Light +1 Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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. |
savage's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +17 (+4 eff.) HP.reg +5.00 Stun/Frz- +40% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+1 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 22 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 10.16 acid and 6.82 blight damage. If not cleared after five turns it will inflict 38.71 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Str, 35% Dex, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
elven-silk robe 'Vorura' (0 def, 0 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Spell.pwr +25 (+3 eff.) Dmg.mod +57% blight +12% arcane Acc +20 (+6 eff.) ----- def ----- Resists +30% blight +15% all Phys.save +15 (+5 eff.) ---------- misc Hate/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nulagorn1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Mind.crit +1% On Hit (Melee): * 10% chance to reduce all saves and defense by 46 ----- def ----- Resists +5% acid +6% temporal +6% cold +6% blight Max.HP +100.00 A belt that goes around your waist. |
Branygas (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Crit.mult +20.00% Res.pen +25% physical ----- def ----- Defense +2 (+0 eff.) Resists +27% cold Die.at -60.00 life Max.HP +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Spiderwarden' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% nature Res.pen +5% light ----- def ----- Armour +1 Resists +3% light +6% lightning ---------- misc Stam/turn +0.40 Max.stam +14.00 A pair of boots made of leather. |
Toryrak (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Apr +3 ----- def ----- Armour +9 Resists +8% fire +9% cold Crit.chn- 10.00% ---------- misc Stam/turn +2.00 Light +3 A pair of boots made of leather. |
Ichorshine the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Res.pen +25% acid +32% nature Apr +13 Melee Ret 13 nature ----- def ----- Armour +5 Fatigue +4% Phys.save +23 (+7 eff.) Max.HP +130.00 Cut- +26% Confus- +26% Stun/Frz- +26% Teleport- +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 Pwr.cost 33 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dagymas (0 def, 4 armour) =water=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Armour +4 Fatigue +4% Resists +6% temporal +9% light +9% fire +5% arcane +11% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
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. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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. |
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 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 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
1696 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. |
76 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. |
Polebrevea the Shimmerworth1.0 T3 lite [Rare] Nature While equipped: Stats +4 Dex +4 Mag dps ---------- Melee Ret 4 lightning ----- def ----- Resists +3% cold Max.HP +48.00 Confus- +20% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Emyrin' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Mag +3 Wil dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Acc +5 (+1 eff.) ----- def ----- Crit.chn- 10.00% Phys.save +3 (+1 eff.) Die.at -60.00 life ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 71% of the healing done. This effect scales with your Magic stat.. Uses 42 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
Ravenkiller [power 265] (2/9 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +10% darkness ----- def ----- Defense +15 (+3 eff.) Resists +15% nature Spell.save +6 (+1 eff.) Die.at -80.00 life Confus- +20% Stun/Frz- +20% Blast the opponent's mind dealing 281 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to reduce fatigue by 40% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of mindblast [power 315] (2/9 cooldown)2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 334 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Gilisin [power 500] (2/9 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.pwr +20 (+4 eff.) Dmg.mod +6% mind Res.pen +20% blight ----- def ----- Mind.save +12 (+3 eff.) ---------- misc Psi/ret +0.08 Sting an enemy dealing 1506 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 28% for 2 turns. 100% to heal for 91. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Drippy the Cornac Oozemancer level 38
36th Regrowth 123rd year of Ascendancy at 05:37 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Drippy the Cornac Oozemancer level 50
53rd Pyre 123rd year of Ascendancy at 03:15 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Drippy the Cornac Oozemancer level 38
34th Regrowth 123rd year of Ascendancy at 11:21 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Drippy the Cornac Oozemancer level 31
9th Decay 122nd year of Ascendancy at 12:44 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Drippy the Cornac Oozemancer level 47
46th Pyre 123rd year of Ascendancy at 12:04 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Drippy the Cornac Oozemancer level 42
63rd Regrowth 123rd year of Ascendancy at 20:45 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Drippy the Cornac Oozemancer level 17
18th Dusk 122nd year of Ascendancy at 17:07 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Drippy the Cornac Oozemancer level 40
60th Regrowth 123rd year of Ascendancy at 07:56 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Drippy the Cornac Oozemancer level 33
7th Regrowth 123rd year of Ascendancy at 05:15 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Drippy the Cornac Oozemancer level 26
4th Haze 122nd year of Ascendancy at 06:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Drippy the Cornac Oozemancer level 23
65th Dusk 122nd year of Ascendancy at 07:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Drippy the Cornac Oozemancer level 33
10th Regrowth 123rd year of Ascendancy at 07:28 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Drippy the Cornac Oozemancer level 50
2nd Dusk 123rd year of Ascendancy at 07:26 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Drippy the Cornac Oozemancer level 34
19th Regrowth 123rd year of Ascendancy at 14:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Drippy the Cornac Oozemancer level 10
5th Flare 122nd year of Ascendancy at 07:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Drippy the Cornac Oozemancer level 20
50th Dusk 122nd year of Ascendancy at 22:05 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Drippy the Cornac Oozemancer level 30
1st Decay 122nd year of Ascendancy at 04:01 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Drippy the Cornac Oozemancer level 40
58th Regrowth 123rd year of Ascendancy at 04:58 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Drippy the Cornac Oozemancer level 50
53rd Pyre 123rd year of Ascendancy at 00:25 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Drippy the Cornac Oozemancer level 50
10th Flare 123rd year of Ascendancy at 21:43 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Drippy the Cornac Oozemancer level 28
32nd Haze 122nd year of Ascendancy at 07:28 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Drippy the Cornac Oozemancer level 50
63rd Pyre 123rd year of Ascendancy at 04:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Drippy the Cornac Oozemancer level 39
57th Regrowth 123rd year of Ascendancy at 23:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Drippy the Cornac Oozemancer level 23
65th Dusk 122nd year of Ascendancy at 01:45 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Drippy the Cornac Oozemancer level 41
60th Regrowth 123rd year of Ascendancy at 12:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Drippy the Cornac Oozemancer level 12
7th Flare 122nd year of Ascendancy at 23:26 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Drippy the Cornac Oozemancer level 50
10th Flare 123rd year of Ascendancy at 17:26 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Drippy the Cornac Oozemancer level 29
74th Haze 122nd year of Ascendancy at 16:06 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Drippy the Cornac Oozemancer level 50
62nd Pyre 123rd year of Ascendancy at 10:46 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Drippy the Cornac Oozemancer level 43
6th Pyre 123rd year of Ascendancy at 02:15 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Drippy the Cornac Oozemancer level 22
59th Dusk 122nd year of Ascendancy at 10:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Drippy the Cornac Oozemancer level 17
9th Dusk 122nd year of Ascendancy at 16:32 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Drippy the Cornac Oozemancer level 37
34th Regrowth 123rd year of Ascendancy at 05:13 see stats
Log
Belaba the orc summoner speeds up.
Belaba the orc summoner casts Sun Flare.
Bloated ooze resists the blinding light!
Bloated ooze resists the blinding light!
Bloated ooze resists the blinding light!
Drippy resists the blinding light!
Bloated ooze resists the blinding light!
You carry too much--you are encumbered!
Drop some of your items.
Bloated ooze is wasting away.
Poruwyn the orc warrior shrugs off Drippy's 'Poison'!
Drippy shares damage with his oozes!
Poruwyn the orc warrior hits Bloated ooze for 41 light, 55 darkness (96 total damage).
Poruwyn the orc warrior hits Drippy for 40 physical, 2 darkness, 6 light, 10 darkness (57 total damage).
Poruwyn the orc warrior hits Bloated ooze for 41 light, 48 darkness (89 total damage).
Poruwyn the orc warrior hits Bloated ooze for 41 light, 55 darkness (96 total damage).
Poruwyn the orc warrior hits Bloated ooze for 41 light, 55 darkness (96 total damage).
Grappling hits Drippy for 2 physical, 46 physical (48 total damage).
Belaba the orc summoner hits Bloated ooze for 322 light damage.
Belaba the orc summoner hits Drippy for 73 light damage.
Belaba the orc summoner hits Bloated ooze for 322 light damage.
Belaba the orc summoner hits Bloated ooze for 322 light damage.
Belaba the orc summoner hits Bloated ooze for 322 light damage.
Drippy's Eyal's Wrath hits Poruwyn the orc warrior for (33 flat reduction), 268 nature (268 total damage).
Drippy's Eyal's Wrath hits Ritch flamespitter for 323 nature damage.
Drippy's Eyal's Wrath hits Belaba the orc summoner for 305 nature damage.
Poison from Drippy hits Belaba the orc summoner for 276 nature damage.
Melee retaliation hits Poruwyn the orc warrior for (3 flat reduction), 0 lightning, (33 flat reduction), 33 acid, (3 flat reduction), 0 darkness, (23 flat reduction), 0 acid, (6 flat reduction), 0 light, (8 flat reduction), 0 blight, (6 flat reduction), 0 mind (33 total damage).
Drippy the level 50 cornac oozemancer was smashed to death by Poruwyn the orc warrior on level 9 of High Peak.
You are no longer encumbered.











































































































































