












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 29 / 51% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 5 on the 7th Mirth 122nd year of Ascendancy at 00:44 0 / 6Killed by skeleton warrior at level 10 on the 3rd Dusk 122nd year of Ascendancy at 18:04 Killed by Raias the Bringer of Doom at level 13 on the 43rd Dusk 122nd year of Ascendancy at 10:58 Killed by Yvutira the armoured skeleton warrior at level 14 on the 45th Dusk 122nd year of Ascendancy at 18:16 Killed by Kelad, the One Who Stole Poosh at level 17 on the 1st Haze 122nd year of Ascendancy at 07:08 Killed by Xanuvena the elven guard at level 25 on the 79th Haze 122nd year of Ascendancy at 16:02 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 22 (base 10) |
Magic | 8 (base 10) |
Willpower | 81.854199383139 (base 60) |
Cunning | 103.5139979438 (base 59) |
Resources
Life | 471/471 |
Stamina | 350/363 |
Equilibrium | 71 |
Healing Factor | 1.27375 |
Regeneration | 1.0826875 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 9 |
See Invisible | 10 |
Offense: Mainhand
Damage | 93 |
Accuracy | 46 |
Crit Chance | 35% |
APR | 50 |
Speed | 1.00 |
Offense: Offhand
Damage | 107 |
Accuracy | 46 |
Crit Chance | 34% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Acid | +14% |
Mind | +26% |
Cold | +17% |
Blight | +5% |
Physical | +7% |
Fire | +19% |
All | +2% |
Offense: Damage Penetration
Blight | +10% |
Acid | +55% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 30 (44.670658682635%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 8.8510638297872 |
Physical Save | 45 |
Spell Save | 44 |
Mental Save | 61 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 51%( 70%) |
All | + 22%( 70%) |
Lightning | + 27%( 70%) |
Light | + 22%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 48%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Bleed Resistance | 52% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 10% |
Poison Resistance | 52% |
Blind Resistance | 92% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 845% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 223 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Slime | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.46 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Evasion (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 53. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of fire wyrm saliva. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 vial of wight ectoplasm. * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed minotaur nose. * You've found the needed green worm. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% acid +6% fire +3% all Phys.save +8 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Heal.mod +18% ---------- misc Light +3 See.Stealth +9 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% temporal ----- def ----- Armour +9 Defense +7 (+3 eff.) Fatigue +3% Resists +3% all Phys.save +6 (+2 eff.) Die.at -60.00 life Blind- +40% Pinning- +25% Stun/Frz- +10% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 88.33 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +25% acid Melee Ret 20 fire ----- def ----- Resists +9% acid ---------- misc Talents +1 Invoke Tentacle +2 Rushing Claws Cooldown Invoke Tentacle +5 Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +2 Cun +7 Con dps ---------- Mind.crit +6% Dmg.mod +9% mind Melee Ret 12 acid ----- def ----- Phys.save +14 (+4 eff.) Mind.save +18 (+5 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Melee+ 8 bleed Ranged+ 9 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Phys.save +8 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +11% cold ---------- misc Masteries +0.16 Wild-gift/Mindstar mastery Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 78% Wil, 39% Cun Mastery Psiblades Acc uses Wil Apr +50 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +8% Mind.pwr +19 (+5 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 248.65 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +4 Wil +9 Cun +7 Lck dps ---------- Dmg.mod +3% blight +12% fire Res.pen +10% blight Melee Ret 4 blight On Hit (Melee): * 20% chance to disease On Melee Ret: * 28% chance to disease * 26% chance to inflict 15% damage reduction ----- def ----- Resists +7% acid +7% fire +7% lightning +7% cold Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+3 eff.) Stealth +11 ---------- misc T.Disarm +16 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Mind Uses 87% Wil, 48% Cun Mastery Psiblades Acc uses Wil Apr +64 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Cun dps ---------- Mind.crit +4% Crit.mult +9.00% Mind.pwr +15 (+4 eff.) 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 | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +12% acid Res.pen +20% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Rare] Nature While equipped: Stats +2 Str +5 Wil dps ---------- Melee Ret 11 light ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +8% Resists +22% blight +21% darkness +30% acid HP.reg +0.60 ---------- misc Stam/turn +1.00 Light +1 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 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 84 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 114 and cleanse 1 wound and 1 poison effect. 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 ability. |
![]() 0.1 T1 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 95 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 77 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -239 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 56.09 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.46 nature damage per turn for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.91 nature damage per turn for 7 turns, and reducing the target's healing received by 26%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 25.85 nature damage per turn for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 497% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 545% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 778% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 369% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 439 life over 5 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 662 life over 5 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 5 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 3 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 24) for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex ----- def ----- Resists +15% temporal Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Pinning- +26% Knockbk- +27% ---------- misc Infravis +1 See.Invis +12 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +5 Cun +3 Con ----- def ----- Resists +14% lightning +6% temporal +12% blight Mind.save +6 (+2 eff.) Stun/Frz- +28% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% acid ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +10% Cut- +40% ---------- misc Max.psi +40.00 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +15% nature +19% blight Poison- +28% Disease- +28% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +15% mind Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% mind ---------- misc Masteries +0.20 Wild-gift/Eyal's fury Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% fire +10% cold Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.10 ---------- misc Masteries +0.16 Wild-gift/Mucus Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +18.00% Dmg.mod +6% physical Acc +12 (+6 eff.) Apr +13 ----- def ----- Defense +12 (+5 eff.) Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +10.00 Max.vim +50.00 Disengage: Puts all charms on 10 cooldown Level 1.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 109% 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 can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 38 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-13 eff.) Spell.save -30 (-13 eff.) Mind.save -30 (-9 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +16% lightning ----- def ----- Resists +32% lightning Mind.save +12 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +6 (+3 eff.) Resists +22% nature Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings can have magical properties. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +6 Defense +16 (+7 eff.) Rng.Def +9 (+4 eff.) Resists +5% arcane +3% fire Crit.dmg- 15.00% Phys.save +7 (+2 eff.) Die.at -20.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+6 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 4 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +25% nature +10% fire Melee Ret 8 nature ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +18% nature +10% cold A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid +8% physical ----- def ----- Armour +3 Fatigue +3% Resists +24% acid +24% lightning Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +3% blight +6% cold +12% mind Phys.save +9 (+3 eff.) Mind.save +9 (+2 eff.) Stealth +9 A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phasing +50% Acc +7 (+3 eff.) Apr +11 Melee Ret 12 blight ----- def ----- Armour +2 ---------- misc Max.mana +100.00 Max.vim +20.00 Infravis +3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 167.73 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +6 Dex dps ---------- Phys.crit +3.0% Dmg.mod +10% fire Acc +8 (+4 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+5 eff.) Mind.pwr +15 (+4 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 27% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 20%. Fear effects improve with your Mindpower. 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 it's hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (136 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 243/400 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. |
![]() 2.0 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. |
![]() 2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 87 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% mind +9% lightning Res.pen +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ---------- misc Wards +4 acid +4 nature +4 light Talents +1 Ward Remove up to 3 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Abmet the Thalore Oozemancer level 26
18th Regrowth 123rd year of Ascendancy at 17:37 see stats
By Abmet the Thalore Oozemancer level 11
26th Dusk 122nd year of Ascendancy at 21:17 see stats
By Abmet the Thalore Oozemancer level 13
43rd Dusk 122nd year of Ascendancy at 12:39 see stats
By Abmet the Thalore Oozemancer level 11
23rd Dusk 122nd year of Ascendancy at 21:49 see stats
By Abmet the Thalore Oozemancer level 17
1st Haze 122nd year of Ascendancy at 08:30 see stats
By Abmet the Thalore Oozemancer level 18
20th Haze 122nd year of Ascendancy at 22:14 see stats
By Abmet the Thalore Oozemancer level 25
72nd Haze 122nd year of Ascendancy at 06:30 see stats
By Abmet the Thalore Oozemancer level 10
3rd Dusk 122nd year of Ascendancy at 02:33 see stats
By Abmet the Thalore Oozemancer level 20
30th Haze 122nd year of Ascendancy at 08:12 see stats
By Abmet the Thalore Oozemancer level 26
19th Regrowth 123rd year of Ascendancy at 19:12 see stats
By Abmet the Thalore Oozemancer level 18
7th Haze 122nd year of Ascendancy at 15:33 see stats
By Abmet the Thalore Oozemancer level 26
2nd Decay 122nd year of Ascendancy at 08:03 see stats
By Abmet the Thalore Oozemancer level 25
79th Haze 122nd year of Ascendancy at 17:08 see stats
By Abmet the Thalore Oozemancer level 9
2nd Dusk 122nd year of Ascendancy at 11:04 see stats
By Abmet the Thalore Oozemancer level 18
22nd Haze 122nd year of Ascendancy at 04:56 see stats
By Abmet the Thalore Oozemancer level 29
38th Regrowth 123rd year of Ascendancy at 09:07 see stats
By Abmet the Thalore Oozemancer level 17
2nd Haze 122nd year of Ascendancy at 16:46 see stats
Log
Abmet switches his weapons to: unarmed.
Abmet deactivates Unstoppable Nature.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Abmet switches his weapons to: Psionic Fury
creative pulsing mindstar.
You gain 1.50 gold from the transmogrification of dwarven-steel plate armour (5 def, 11 armour).
You gain 1.75 gold from the transmogrification of prismatic hardened leather armour of lightning resistance (3 def, 6 armour).
You gain 1.84 gold from the transmogrification of stabilizing hardened leather cap of absorption (0 def, 3 armour).
You gain 0.91 gold from the transmogrification of stabilizing cashmere wizard hat (2 def, 0 armour).
You gain 1.64 gold from the transmogrification of insulating dwarven-steel helm of dexterity (+5) (0 def, 4 armour).
You gain 1.58 gold from the transmogrification of mindwoven cashmere robe of light (+24%) (2 def, 0 armour).
You gain 18.41 gold from the transmogrification of Bregodunadir the cashmere robe (2 def, 0 armour).
You gain 2.00 gold from the transmogrification of hardened leather belt of the giants.
You gain 3.65 gold from the transmogrification of flaming dwarven-steel waraxe of paradox (21-29.4 power, 4 apr).
You gain 2.29 gold from the transmogrification of nature's vined mindstar of the jelly (4.5-4.95 power, 18 apr, mind damage).
You gain 5.79 gold from the transmogrification of manaburning vined mindstar of sand (5.5-6.05 power, 18 apr, nature damage).
You gain 2.37 gold from the transmogrification of insidious dwarven-steel mace (29-40.6 power, 4 apr).
You gain 4.66 gold from the transmogrification of balanced dwarven-steel mace of purging (25.5-35.7 power, 4 apr).
You gain 2.74 gold from the transmogrification of dwarven-steel longsword of vileness (25.5-35.7 power, 4 apr).
You gain 3.19 gold from the transmogrification of dwarven-steel greatmaul of paradox (39-58.5 power, 2 apr).
You gain 20.99 gold from the transmogrification of Shockcast the dwarven-steel battleaxe (34.5-51.75 power, 2 apr).
You gain 0.55 gold from the transmogrification of teleportation rune (range 39).
You gain 2.00 gold from the transmogrification of lightning rune of the wizard (117 lightning damage).
There is a teleportation circle to the surface here (press '' or right click to use).
Abmet deactivates Mitosis.
Abmet deactivates Psiblades.
Abmet deactivates Antimagic Shield.