











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 29 / 98% |
Size | medium |
Lifes / Deaths | Killed by Elymina the wolf at level 29 on the 1st Shortage 122nd year of Ascendancy at 16:16 / 2Killed by Urkis, the High Tempest at level 29 on the 4th Gold 123rd year of Ascendancy at 06:07 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 33 (base 20) |
Constitution | 28 (base 12) |
Magic | 8 (base 10) |
Willpower | 106 (base 60) |
Cunning | 67 (base 47) |
Resources
Life | -29/620 |
Equilibrium | 85 |
Healing Factor | 1.1456298990388 |
Regeneration | 0.28640747475971 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 49.121266583007 |
See Invisible | 45.121266583007 |
Offense: Mainhand
Damage | 46 |
Accuracy | 64 |
Crit Chance | 28% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 64 |
Crit Chance | 25% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +45% |
Darkness | +3% |
Mind | +15% |
Cold | +29% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Mind | +20% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 24 (65.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 2 |
Physical Save | 51 |
Spell Save | 57 |
Mental Save | 58 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 66%( 70%) |
All | + 14%( 70%) |
Lightning | + 14%( 70%) |
Light | + 14%( 70%) |
Temporal | + 27%( 70%) |
Mind | + 14%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 32%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 34% |
Bleed Resistance | 25% |
Confusion Resistance | 18% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 48% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 601% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Slime | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice wyrm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Master While equipped: defense ------ Blind Resist +23% Confus Resist +18% other ------- Light +7 See Stealth +11 See Invisibility +7 Track: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +20% nature When Hit 2 darkness On-Hit (Melee): * 10 arcane resource burn * 20% chance to reduce damage dealt by 29% defense ------ Armor +3 Fatigue +5% Resistance +3% fire Physical save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +2 Resistance +8% blight +10% darkness +8% arcane Affinity +9% nature Physical save +7 (+3 eff.) Spell save +10 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +34% other ------- Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +5 Wil offense ------ Accuracy +20 (+7 eff.) When Hit 8 mind defense ------ Defense +20 (+6 eff.) Resistance +9% cold Blast the opponent's mind dealing 213 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature +3% cold defense ------ Resistance +22% nature Crit Resistance 15.00% Spell save +3 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +5 Cun +8 Con offense ------ Physical Power +6 (+2 eff.) Damage +11% cold Accuracy +6 (+2 eff.) defense ------ Resistance +3% temporal +25% cold Unlife -20.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Cun +5 Wil offense ------ Mind Crit +4% Damage +3% nature Ignore resists +15% acid +20% mind defense ------ Resistance +19% nature +11% blight Poison Resist +34% Disease Resist +31% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 165.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Mind Crit +5% Critical power +6.00% Physical Power +4 (+1 eff.) Damage +6% nature Ignore resists +25% nature defense ------ Resistance +18% fire A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +12 temporal While equipped: offense ------ Mind Crit +3% Mindpower +19 (+5 eff.) defense ------ Resistance +6% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Hate/kill +3.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 126.27 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown 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 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Defense +2 (+0 eff.) Resistance +15% acid +6% temporal +6% cold other ------- Light +2 Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 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 nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 32% faster, and you are invisible (power 13). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun offense ------ Damage +6% darkness Ignore resists +25% darkness When Hit 10 nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 64% * 20% chance to reduce damage dealt by 29% defense ------ Defense +10 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +4 Wil +4 Cun +6 Con defense ------ Life +56.00 Life Regen +11.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Armor +24 Resistance +3% physical Unlife -40.00 life Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+3 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +17 cold While equipped: Stats +3 Dex +6 Mag defense ------ Resistance +6% acid +3% physical +6% mind Knockbk Resist +20% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 36.0 - 54.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +21 cold Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature Weapon Damage 38.0 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 nature On-crit, radius 2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 29% While equipped: Stats +25 Con +24 Wil offense ------ Damage +9% darkness Ignore resists +5% mind When Hit 2 mind defense ------ Life +87.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 darkness On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +12 Str +3 Con offense ------ Physical Crit +9.0% Physical Power +8 (+2 eff.) Damage +6% darkness defense ------ Crit Resistance 10.00% other ------- Infravision +3 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +33 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Mag offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +18% lightning +13% fire +8% cold Ignore Armor +1 defense ------ Resistance +3% physical Physical save +7 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Healmod +10% Heal-on-summon +39 other ------- EQ when Hit +1.30 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +12 fire While equipped: Stats +3 Dex offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) Damage +7% lightning +8% fire +6% cold Ignore resists +20% acid Accuracy +20 (+7 eff.) Ignore Armor +4 defense ------ Resistance +12% acid other ------- Stamina/turn +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% Damage Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Healmod +16% Heal-on-summon +16 other ------- 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. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 12 physical Damage +8% physical Ignore resists +8% physical defense ------ Resistance +9% mind +8% physical Mind save +5 (+2 eff.) other ------- Psi/turn +0.60 Max psi +29.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On Hit: * 11 arcane resource burn While equipped: Stats +3 Str +5 Dex +2 Mag +3 Wil +3 Cun +3 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 8 lightning Damage +10% lightning Ignore resists +4% lightning defense ------ Resistance +8% lightning +5% arcane other ------- 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +4% nature defense ------ Resistance +4% blight Disease Resist +15% other ------- 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +3 Cun +2 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 8 lightning Damage +5% lightning Ignore resists +6% lightning defense ------ Resistance +7% lightning other ------- 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. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +1 Str +2 Mag +2 Cun defense ------ Resistance +10% acid +11% lightning +20% blight +26% fire +9% cold +6% all Spell save +17 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +12% blight +15% physical +15% arcane Ignore resists +15% blight +8% physical Ignore Shields +30% other ------- Vim-on-crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Spell Crit +9% Spellpower +12 (+4 eff.) Damage +15% darkness +6% blight Ignore resists +25% blight +25% light defense ------ Resistance +6% light other ------- Vim-on-crit +3.00 Max vim +18.00 See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +15% physical defense ------ Physical save +7 (+3 eff.) Spell save +7 (+2 eff.) Mind save +5 (+2 eff.) other ------- Mana/turn +0.13 Max mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Mind Crit +5% Mindpower +25 (+6 eff.) Spellpower/crit +10 Damage +6% mind Ignore resists +10% cold When Hit 6 arcane other ------- EQ when Hit +0.08 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +7 Cun +6 Lck offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned Stealth +6 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Master/Psionic While equipped: Stats +6 Mag +6 Wil defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +11% all Physical save +17 (+6 eff.) other ------- Mana/turn +0.13 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +13% acid When Hit: * 5% chance to slow global speed by 64% * 5 arcane resource burn defense ------ Resistance +19% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +7% Spellpower +7 (+2 eff.) Damage +13% light +11% darkness Ignore resists +10% blight defense ------ Resistance +12% temporal +9% all Physical save +9 (+3 eff.) Life +40.00 Healmod +10% Silence Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +6% fire defense ------ Armor +1 Resistance +6% blight +3% fire +5% arcane +9% lightning Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +3 Wil +4 Cun defense ------ Armor +1 Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex offense ------ Mindpower +5 (+1 eff.) Spellpower/crit +2 On-Hit 15 mind 10 darkness Damage +9% blight Accuracy +20 (+7 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 36 defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) Mind save -5 (-1 eff.) Disarm Resist +20% other ------- Mana-on-crit +1.00 Max mana +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Mag offense ------ Physical Crit +11.0% Spell Crit +8% Mind Crit +5% Critical power +14.00% Mindpower +5 (+1 eff.) defense ------ Armor +2 Mind save +6 (+2 eff.) other ------- Hate-on-crit +4.00 Max mana +80.00 Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 19 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +13 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +19 (+6 eff.) defense ------ Armor +2 Physical save +7 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 lightning Damage +5% lightning defense ------ Armor +2 Fatigue +3% Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Dex offense ------ Damage +11% lightning Ignore resists +5% light defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +16% lightning +3% light other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +20% acid +10% nature +13% blight A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: offense ------ Damage +3% acid +18% cold Ignore resists +10% acid When Hit 6 mind 8 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 36 defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Life Regen +4.40 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Rare] Nature While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +8 (+2 eff.) defense ------ Armor +4 Defense +11 (+3 eff.) Fatigue +7% Resistance +9% acid +8% physical +9% lightning +11% fire +12% mind +11% cold Silence Resist +10% Confus Resist +20% Knockbk Resist +20% other ------- Mana-on-crit +2.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +15% nature +13% blight Life +20.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Disrupt/Master While equipped: Stats +6 Str defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +12% blight +8% physical +10% darkness +14% nature other ------- Light +2 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +5 Defense +7 (+2 eff.) Fatigue +6% Life +20.00 Life Regen +1.00 Healmod +12% A suit of armour made of leather. |
![]() 3.0 Encumbrance T2 arrow ammo [Rare] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 17 On-ranged-hit +20 mind On-Hit, radius 1 +20 mind +12 fire On-crit, radius 2 +20 mind Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance 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 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +4 Dex +6 Con offense ------ Damage +6% fire Ignore Armor +3 defense ------ Resistance +9% fire other ------- Stamina/turn +3.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Ignore Shields +30% defense ------ Resistance +9% mind +6% light Mind save +12 (+4 eff.) Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Vim-on-crit +2.00 Sting an enemy dealing 299 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +8 Dex +5 Mag offense ------ Ignore resists +10% fire defense ------ Mind save +6 (+2 eff.) other ------- Infravision +3 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +20.00 Sting an enemy dealing 351 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 13% for 2 turns. 100% to reduce fatigue by 43% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Olari_ the Dwarf Oozemancer level 27
15th Loss 122nd year of Ascendancy at 03:29 see stats
By Olari_ the Dwarf Oozemancer level 20
13rd Wealth 122nd year of Ascendancy at 22:34 see stats
By Olari_ the Dwarf Oozemancer level 22
42nd Dearth 122nd year of Ascendancy at 18:15 see stats
By Olari_ the Dwarf Oozemancer level 21
8th Dearth 122nd year of Ascendancy at 00:20 see stats
By Olari_ the Dwarf Oozemancer level 10
3rd Acquisition 122nd year of Ascendancy at 16:58 see stats
By Olari_ the Dwarf Oozemancer level 20
8th Wealth 122nd year of Ascendancy at 12:22 see stats
By Olari_ the Dwarf Oozemancer level 24
6th Loss 122nd year of Ascendancy at 23:21 see stats
By Olari_ the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 21:06 see stats
By Olari_ the Dwarf Oozemancer level 10
1st Profit 122nd year of Ascendancy at 10:56 see stats
By Olari_ the Dwarf Oozemancer level 29
30th Iron 123rd year of Ascendancy at 06:14 see stats
By Olari_ the Dwarf Oozemancer level 25
9th Loss 122nd year of Ascendancy at 03:00 see stats
By Olari_ the Dwarf Oozemancer level 25
7th Loss 122nd year of Ascendancy at 23:14 see stats
By Olari_ the Dwarf Oozemancer level 15
29th Profit 122nd year of Ascendancy at 01:22 see stats
By Olari_ the Dwarf Oozemancer level 29
1st Shortage 122nd year of Ascendancy at 16:16 see stats
Log
Talent Antimagic Zone is ready to use.
Talent Mana Clash is ready to use.
Olari_ uses Acid Splash.
Olari_'s mind surges with critical power!
The fabric of time around Urkis, the High Tempest returns to normal.
Urkis, the High Tempest speeds up.
Olari_'s mucus ooze is caught inside a Hurricane.
Thunderstorm hits Olari_'s mucus ooze for 82 lightning damage.
Olari_'s mucus ooze is dazed!
Urkis, the High Tempest casts Lightning.
Olari_ attunes to the damage.
Olari_ is caught inside a Hurricane.
Urkis, the High Tempest hits Olari_'s mucus ooze for 509 lightning damage.
Urkis, the High Tempest hits Olari_ for (43 antimagic), 440 lightning (440 total damage).
Olari_ is dazed!
Urkis, the High Tempest killed Olari_'s mucus ooze!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Olari_ uses Infusion: Wild.
Olari_ is not dazed anymore.
Olari_ is cured!
Olari_ lessens the pain.
Hurricane from Urkis, the High Tempest hits Olari_ for (43 antimagic), 95 lightning (95 total damage).
Olari_ the level 29 dwarf oozemancer was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.