Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 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:
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. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Oozemancer |
| Level / Exp | 50 / 2354% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 27 (base 9) |
| Dexterity | 50 (base 40) |
| Constitution | 77 (base 60) |
| Magic | 22 (base 8) |
| Willpower | 104 (base 63) |
| Cunning | 147.58129098613 (base 66) |
Resources
| Life | 1688/1688 |
| Equilibrium | 91 |
| Steam | 100/100 |
| Healing Factor | 1.8697586960615 |
| Regeneration | 47.645171066977 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 6 |
| See Stealth | 107.24184775394 |
| See Invisible | 97.24184775394 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 54 |
| Crit Chance | 74% |
| APR | 96 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 125 |
| Accuracy | 54 |
| Crit Chance | 75% |
| APR | 109 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 106 |
| Crit Chance | 90% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +122% |
| Lightning | +28% |
| Light | +27% |
| Darkness | +25% |
| Blight | +19% |
| Mind | +23% |
| Fire | +22% |
| All | +7% |
Offense: Damage Penetration
| Acid | +81% |
| Nature | +130% |
| Mind | +40% |
| Blight | +45% |
| Arcane | +50% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 62.521339044464 (48.304188961773%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 66 |
| Mental Save | 73 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 39%( 40%) |
| Cold | + 80%( 80%) |
| All | + 45%( 70%) |
| Physical | + 61%( 70%) |
| Lightning | + 80%( 80%) |
| Light | + 54%( 70%) |
| Temporal | + 59%( 70%) |
| Mind | + 58%( 70%) |
| Darkness | + 64%( 80%) |
| Fire | + 78%( 80%) |
| Nature | + 80%( 80%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Poison Resistance | 100% |
| Blind Resistance | 71% |
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 870 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 75%. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 59%. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Dabboare. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the lone alchemist from death by Xerorewe the giant brown ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Xeradhetha the orc warrior. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 590. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bear paw. * You've found the needed skeleton mage skull. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 wretchling eyeball. * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Pinning- +25% Stun/Frz- +40% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Laschentampe =wear=1.0 T5 lite [Random Unique] Disrupt/Master/Psionic While equipped: dps ---------- Mind.crit +12% Mind.pwr +12 (+2 eff.) Dmg.mod +3% lightning +20% light Melee Ret 2 light 8 lightning ----- def ----- Resists +9% mind +18% cold +6% light +3% all Spell.save +13 (+3 eff.) Mind.save +22 (+5 eff.) ---------- misc Light +15 See.Stealth +35 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Scorchviper' (7 def, 14 armour) =wear=3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +10 Cun +8 Wil dps ---------- Dmg.mod +6% mind +15% fire Res.pen +5% mind ----- def ----- Armour +14 Defense +7 (+1 eff.) Fatigue +5% Resists +30% fire +12% light +6% mind +15% blight +27% cold +5% arcane +7% all Phys.save +13 (+3 eff.) Mind.save +30 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour) =wear=1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Unarmed combat: Power 142% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 220.42 arcane damage and stunned). Uses 73 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | extending voratun torque of psionic shield [power 159] (19 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 159 for 5 turns Puts all charms on 19 cooldown Increase 2 buffs' duration by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elonn the Scorpionwish =wear=0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- Phys.crit +6.0% Phys.pwr +15 (+3 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Defense +14 (+3 eff.) Resists +15% darkness Die.at -80.00 life Rings make your fingers look great! |
| On fingers | Filthstun0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+1 eff.) Dmg.mod +18% lightning +21% nature +12% blight Res.pen +20% blight +25% arcane On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 13 * 27% chance to reduce damage dealt by 41% ----- def ----- Resists +36% lightning +24% nature +12% blight Spell.save +18 (+4 eff.) ---------- misc Mana/turn +0.32 Rings make your fingers look great! |
| Around neck | Elimina the Obsidianrune =wear=0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness ----- def ----- Armour +18 Resists +30% lightning +17% temporal Phys.save +25 (+6 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+6 eff.) HP.reg +4.63 Heal.mod +23% Silence- +23% Amulets make your neck look great! |
| In main hand | pulsing mindstar 'Bogstreaker' (108% power, 81 apr, nature damage) =wear=3.0 T4 mindstar 1H weapon [Rare] Nature Power 108% Range: 1.1x Uses 83% Wil, 49% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +81 Crit +24.5% Atk.spd 100% Melee+ +23 lightning On Hit.r1 +20 lightning While equipped: Stats +4 Str +5 Mag +8 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +13 (+2 eff.) Dmg.mod +24% nature Melee Ret 10 nature ----- def ----- Resists +8% blight +15% nature Disease- +21% ---------- misc 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. |
| Around waist | Veloretta the Singewing 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +12 Cun +6 Wil dps ---------- Res.pen +10% fire Against +41% Summoned ----- def ----- Armour +10 Defense +25 (+6 eff.) Resists +9% temporal D.Red.from +38% Summoned Phys.save +23 (+6 eff.) Proj.slow +25% HP.reg +3.00 Heal.mod +28% ---------- misc Psi/ret +0.12 Max.hate +2.00 Max.psi +20.00 A belt that goes around your waist. |
| In off hand | Spritzwasser (113% power, 94 apr, nature damage) =wear=3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 113% Range: 1.1x Uses 83% Wil, 49% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +94 Crit +25.0% Atk.spd 100% While equipped: Stats +13 Cun dps ---------- Mind.crit +9% Crit.mult +25.00% Mind.pwr +49 (+8 eff.) Melee+ 8 lightning 10 physical 9 cold 9 acid 9 fire Dmg.mod +10% mind Res.pen +10% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +10% lightning +10% physical +11% fire +9% nature +7% cold +9% mind +10% acid Dmg.Resnn +23% Heal.mod +30% Heal/summ +60 ---------- misc Equi/ret +0.04 Psi/ret +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour) 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +50% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Stun/Frz- +50% Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 37 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | Evermoss Robe (12 def, 0 armour) =wear=2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +0% acid +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +6.20 Heal.mod +15% Poison- +50% Disease- +50% Cut- +50% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
medical injector implant (efficiency 117% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 130% / cooldown 60%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 60%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 169% / cooldown 77%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.4 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 336; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 336 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 706%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 706% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 785%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 785% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 995%; cd 17)0.1 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 increase movement speed by 995% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 904%; cd 9)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 904% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 21%; mental, physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 210 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
stormshield rune of the psychic (threshold 65; blocks 8; dur 4; cd 15)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 65 up to 8 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
copper amulet 'Isymira'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+2 eff.) ----- def ----- Resists +9% acid +6% fire +5% arcane +3% nature Mind.save +3 (+1 eff.) Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Frostlady the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% cold Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 82% ----- def ----- Resists +14% fire +27% cold Amulets make your neck look great! |
Mayiyata the Airstinger0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Resists +6% temporal +14% mind +6% light Max.HP +80.00 Disease- +20% Confus- +24% Amulets make your neck look great! |
Sunfear the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Mag +4 Wil ----- def ----- Resists +3% acid +18% temporal Crit.dmg- 10.00% Pinning- +21% Knockbk- +25% ---------- misc Light +1 Amulets make your neck look great! |
clarifying steel amulet of willpower (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +12% mind Confus- +26% Amulets make your neck look great! |
steel amulet 'Glarerot'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Res.pen +15% light Apr +1 ----- def ----- Resists +3% light Phys.save +6 (+1 eff.) Die.at -20.00 life Amulets make your neck look great! |
steel amulet 'Shineream'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Wil dps ---------- Dmg.mod +3% light ----- def ----- Resists +3% lightning +7% physical +3% darkness +9% nature +5% arcane ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Xanubrenor the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.crit +4% Dmg.mod +6% acid Res.pen +10% acid ---------- misc Max.hate +4.00 Amulets make your neck look great! |
Gleamstreak0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% temporal Res.pen +5% light +15% temporal ----- def ----- Resists +18% light +6% temporal ---------- misc Light +2 Masteries +0.34 Wild-gift/Oozing blades Amulets make your neck look great! |
Gorarin the Curewild0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +25 (+4 eff.) Dmg.mod +31% mind ----- def ----- Resists +20% nature Mind.save +15 (+4 eff.) Blind- +32% ---------- misc Max.hate +10.00 Infravis +9 Sight +2 See.Invis +13 Amulets make your neck look great! |
Unrosta the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +5 (+0 eff.) Melee Ret 4 arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -7% Resists +18% mind Phys.save +14 (+3 eff.) Spell.save +22 (+5 eff.) Mind.save +11 (+3 eff.) HP.reg +2.00 Confus- +28% Amulets make your neck look great! |
restful stralite amulet of strength (+5)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: Stats +5 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
starlit stralite amulet of strength (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Str ----- def ----- Resists +13% light +13% darkness Blind- +30% Amulets make your neck look great! |
stralite amulet 'Skycrack'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% lightning +27% light Res.pen +25% blight Melee Ret 8 arcane ----- def ----- Heal.mod +24% Cut- +80% ---------- misc Mana/s.crit +2.02 Max.mana +101.00 Heal: Puts all charms on 26 cooldown Level 2.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 553 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 8 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 371.88 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
Glorymira the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +12 Mag +4 Wil dps ---------- Dmg.mod +21% acid Res.pen +25% arcane Phasing +38% ----- def ----- Armour +8 Defense +12 (+3 eff.) Res.Cap +7% all Phys.save +21 (+5 eff.) Spell.save +21 (+5 eff.) ---------- misc Mana/s.crit +2.58 Max.mana +80.00 Amulets make your neck look great! |
Isluna the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Wil +4 Mag dps ---------- Spell.crit +4% S.pwr/crit +10 Dmg.mod +9% arcane Phasing +30% ----- def ----- Heal.mod +24% Cut- +80% ---------- misc Max.mana +105.36 Heal: Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 638 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
enraging voratun amulet of strength (+5)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical Amulets make your neck look great! |
protective voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +16.00% Spell.pwr +10 (+0 eff.) Dmg.mod +9% blight +7% fire ----- def ----- Armour +6 Defense +8 (+2 eff.) Res.Cap +5% all Phys.save +17 (+4 eff.) Amulets make your neck look great! |
vitalizing voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Acc +7 (+4 eff.) Apr +15 ----- def ----- Phys.save +16 (+4 eff.) Max.HP +80.00 HP.reg +9.00 Amulets make your neck look great! |
vitalizing voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +12 (+3 eff.) Max.HP +80.00 HP.reg +8.00 Blind- +30% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 11 light 9 darkness Dmg.mod +11% light +11% darkness On Melee Ret: * 11% chance to reduce damage dealt by 41% * 10% chance to blind Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 37 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth =wear=0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings make your fingers look great! |
gladiator's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
marksman's steel ring of the mountain (+10%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% physical Acc +6 (+3 eff.) ----- def ----- Resists +10% physical Rings make your fingers look great! |
sneakthief's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +10% fire Acc +7 (+4 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
steel ring 'Blazecrypt'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Mag +1 Cun +3 Con dps ---------- Melee Ret 2 fire ----- def ----- Armour +8 ---------- misc See.Invis +12 Rings make your fingers look great! |
steel ring 'Cuthuroddadrantir'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +4 Cun +3 Con dps ---------- Res.pen +5% physical Acc +10 (+5 eff.) ----- def ----- Defense +18 (+4 eff.) Resists +4% physical ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
steel ring 'Xeryssra'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Spell.pwr +30 (+2 eff.) Phasing +30% Acc +8 (+4 eff.) ----- def ----- Spell.save +6 (+1 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
steel ring of warding0.1 T2 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +13% acid +13% fire +14% lightning +12% cold Rings make your fingers look great! |
warrior's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +4 Resists +22% cold Rings make your fingers look great! |
Alidodar0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Dex +3 Wil +3 Con ----- def ----- Spell.save +9 (+2 eff.) Mind.save +8 (+2 eff.) Confus- +26% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Silowyn0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +11 (+1 eff.) Melee Ret 10 mind ----- def ----- Armour +16 Max.HP +100.00 HP.reg +4.00 Poison- +20% Teleport- +20% Rings make your fingers look great! |
gladiator's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings make your fingers look great! |
Frostsmash0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +10 Str +7 Wil dps ---------- Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Resists +9% cold Mind.save +12 (+3 eff.) Confus- +44% ---------- misc Infravis +2 Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Sunraider the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +5 Mag +3 Cun dps ---------- Dmg.mod +9% cold +24% fire ----- def ----- Resists +26% acid +31% fire +24% lightning +24% cold ---------- misc Light +3 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con 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. |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Rings make your fingers look great! |
marksman's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Dex dps ---------- Acc +16 (+7 eff.) ----- def ----- Max.HP +55.00 HP.reg +15.00 Heal.mod +15% Rings make your fingers look great! |
Falundil0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Dmg.mod +20% acid Acc +20 (+9 eff.) Melee Ret 6 physical ----- def ----- Armour +14 Resists +40% acid +15% mind Die.at -80.00 life Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+5 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
voratun ring 'Elabrevea'0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +9 Dex +9 Wil +8 Cun dps ---------- Mind.crit +6% ----- def ----- Mind.save +18 (+4 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +50.99 Rings make your fingers look great! |
voratun ring 'Greennail'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +6 Mag +15 Wil +7 Cun +10 Con dps ---------- Spell.crit +1% Phys.pwr +15 (+3 eff.) Spell.pwr +13 (+1 eff.) Phasing +40% Melee Ret 4 arcane On Hit (Melee): * 26% chance to slow global speed by 82% ----- def ----- Resists +3% nature Mind.save +20 (+5 eff.) Rings make your fingers look great! This item has been sent to the Item's Vault. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 145 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
dwarven-steel battleaxe 'Radhagorn' (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Con +10 Wil dps ---------- Res.pen +20% physical Acc +25 (+10 eff.) Apr +17 On Hit (Melee): * 20% chance to slow global speed by 82% ----- def ----- Resists +5% arcane +6% temporal Max.HP +30.00 Massive two-handed battleaxes. |
voratun greatsword 'Healsnake' (174% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +12 nature While equipped: Stats +17 Str +19 Dex +19 Mag +17 Wil +16 Cun +29 Con dps ---------- Phys.pwr +21 (+4 eff.) Res.pen +42% physical Acc +31 (+12 eff.) Apr +19 ----- def ----- Resists +6% blight +12% fire +6% arcane +6% temporal Spell.save +9 (+2 eff.) Disarm- +47% Massive two-handed swords. This item has been sent to the Item's Vault. |
steel mace 'Stokewinnow' (109% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Str +8 Dex dps ---------- Res.pen +10% fire Acc +9 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +6% fire Crit.dmg- 15.00% Disarm- +30% ---------- misc Light +3 Blunt and deadly. |
Murkbreeze (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 41% While equipped: Stats +1 Dex +3 Mag +1 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% nature Res.pen +6% physical On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Disarm- +13% ---------- misc Light +1 Sharp, short and deadly. |
warbringer's iron dagger of enduring (101% power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +6 Wil +9 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +6% physical ----- def ----- Max.HP +17.00 Disarm- +10% Sharp, short and deadly. |
voratun dagger 'Belafang' (155% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Psionic Power 155% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +12.0% Atk.spd 100% On Hit: * Create an explosion dealing 34 cold damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% physical +30% cold Res.pen +29% cold ----- def ----- Armour +8 Sharp, short and deadly. |
living mindstar 'Glaretreason' (111% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 17 physical Dmg.mod +20% physical Res.pen +18% physical ----- def ----- Resists +3% fire +6% light +19% physical Spell.save +9 (+2 eff.) Heal.mod +51% Heal/summ +118 Stun/Frz- +20% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc 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. |
Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Nature Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Aderevea the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +6 Lck dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Dmg.mod +6% mind Apr +2 ----- def ----- Resists +9% mind Stealth +8 Die.at -20.00 life ---------- misc T.Disarm +14 Infravis +5 A belt that goes around your waist. |
Xuba the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun dps ---------- Mind.crit +1% Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +12% temporal +1% physical Mind.save +6 (+1 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gluthra the voratun gauntlets (0 def, 3 armour) =4MAG=1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Mag +6 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +6% darkness HP.reg +4.00 Heal.mod +10% Disease- +20% Unarmed combat: Power 148% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Betholaith the Viperpierce (0 def, 5 armour) =8MAG=2.0 T5 head armor [Rare] Master While equipped: Stats +10 Str +11 Dex +8 Mag +6 Cun dps ---------- Res.pen +10% nature ----- def ----- Armour +5 Fatigue +5% Resists +9% cold ---------- misc Light +2 Skullcr.mult +3 Skullcracker: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 130.7 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
catburglar's drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% darkness ---------- misc Infravis +4 A cap made of leather. |
Blindspiker (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +25 (+4 eff.) Res.pen +20% cold ----- def ----- Armour +3 Fatigue +5% Resists +6% light +7% cold ---------- misc Hate/m.crit +1.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-5 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+1 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1598 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
51 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
preserving brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% blight Max.HP +40.00 HP.reg +4.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Phoenixpiercer'1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +3 Dex dps ---------- Mind.crit +3% ----- def ----- Resists +9% fire Mind.save +20 (+5 eff.) ---------- misc Light +4 See.Stealth +9 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
well-made rustproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +30% acid 30% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft fireproof coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% light +20% fire Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 41] amazing fiery salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 41] amazing fiery salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 594] amazing healing salve [power 594]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Heal 594 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 520] amazing pain suppressor salve [power 520]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Let you fight up to -520 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 520] amazing pain suppressor salve [power 520]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Let you fight up to -520 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 75% cooldown modifier. Remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Rainworm' (dig speed 22 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +18% cold Res.pen +25% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 51 ----- def ----- Fatigue -10% Resists +3% cold Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 72% of the healing done. This effect scales with your Magic stat.. Uses 55 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 639.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Salurianor the steel torque of gale force [power 170] (11 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Dex +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 181 physical damage Puts all charms on 11 cooldown Dmg.mod: + 13% all for 2 turns. Res.pen: + 12% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive voratun torque of clear mind [power 5] (19 cooldown)2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Gain 26% evasion for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Balidil' [power 110] (11 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Con dps ---------- Acc +5 (+3 eff.) ----- def ----- Die.at -80.00 life Sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown Increase 2 buffs' duration by 1. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Tidepain' [power 200] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +9% cold Apr +2 Melee Ret 10 physical 8 cold ----- def ----- Die.at -80.00 life Sting an enemy dealing 444 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown Heal for 48. Natural totems are made by powerful wilders to store nature power. |
piercing dragonbone totem of healing [power 536] (11 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 11 cooldown Res.pen: + 21% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dabboare the Krog Oozemancer level 37
11st Dusk 123rd year of Ascendancy at 10:44 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dabboare the Krog Oozemancer level 19
23rd Regrowth 123rd year of Ascendancy at 19:32 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Dabboare the Krog Oozemancer level 36
9th Dusk 123rd year of Ascendancy at 18:37 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Dabboare the Krog Oozemancer level 28
18th Pyre 123rd year of Ascendancy at 22:31 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Dabboare the Krog Oozemancer level 42
19th Haze 123rd year of Ascendancy at 21:54 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dabboare the Krog Oozemancer level 42
24th Haze 123rd year of Ascendancy at 11:00 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Dabboare the Krog Oozemancer level 50
2nd Pyre 124th year of Ascendancy at 05:06 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dabboare the Krog Oozemancer level 47
6th Allure 124th year of Ascendancy at 22:33 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Dabboare the Krog Oozemancer level 40
27th Dusk 123rd year of Ascendancy at 18:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dabboare the Krog Oozemancer level 17
7th Regrowth 123rd year of Ascendancy at 03:31 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Dabboare the Krog Oozemancer level 39
24th Dusk 123rd year of Ascendancy at 05:36 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Dabboare the Krog Oozemancer level 32
76th Pyre 123rd year of Ascendancy at 22:01 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Dabboare the Krog Oozemancer level 50
72nd Regrowth 124th year of Ascendancy at 02:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dabboare the Krog Oozemancer level 19
22nd Regrowth 123rd year of Ascendancy at 00:48 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dabboare the Krog Oozemancer level 28
19th Pyre 123rd year of Ascendancy at 00:23 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dabboare the Krog Oozemancer level 50
66th Regrowth 124th year of Ascendancy at 22:36 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dabboare the Krog Oozemancer level 19
23rd Regrowth 123rd year of Ascendancy at 22:07 see stats
Honorary Roguelike Win (Insane (Adventure) difficulty)
Won the game in Normal or Semi-Roguelike permadeath mode without dying.By Dabboare the Krog Oozemancer level 50
72nd Regrowth 124th year of Ascendancy at 02:33 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Dabboare the Krog Oozemancer level 44
24th Haze 123rd year of Ascendancy at 13:07 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Dabboare the Krog Oozemancer level 49
8th Regrowth 124th year of Ascendancy at 23:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dabboare the Krog Oozemancer level 10
54th Haze 122nd year of Ascendancy at 13:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dabboare the Krog Oozemancer level 20
30th Regrowth 123rd year of Ascendancy at 01:53 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dabboare the Krog Oozemancer level 30
49th Pyre 123rd year of Ascendancy at 07:55 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Dabboare the Krog Oozemancer level 40
24th Dusk 123rd year of Ascendancy at 20:53 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Dabboare the Krog Oozemancer level 50
10th Regrowth 124th year of Ascendancy at 00:59 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Dabboare the Krog Oozemancer level 28
31st Pyre 123rd year of Ascendancy at 09:18 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Dabboare the Krog Oozemancer level 50
51st Regrowth 124th year of Ascendancy at 12:35 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dabboare the Krog Oozemancer level 50
20th Regrowth 124th year of Ascendancy at 16:04 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dabboare the Krog Oozemancer level 26
5th Pyre 123rd year of Ascendancy at 01:52 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dabboare the Krog Oozemancer level 45
54th Haze 123rd year of Ascendancy at 23:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dabboare the Krog Oozemancer level 25
1st Pyre 123rd year of Ascendancy at 23:32 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dabboare the Krog Oozemancer level 39
24th Dusk 123rd year of Ascendancy at 11:38 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dabboare the Krog Oozemancer level 50
72nd Regrowth 124th year of Ascendancy at 02:33 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Dabboare the Krog Oozemancer level 19
23rd Regrowth 123rd year of Ascendancy at 19:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dabboare the Krog Oozemancer level 8
21st Haze 122nd year of Ascendancy at 17:01 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dabboare the Krog Oozemancer level 19
23rd Regrowth 123rd year of Ascendancy at 19:32 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Dabboare the Krog Oozemancer level 50
72nd Regrowth 124th year of Ascendancy at 02:35 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Dabboare the Krog Oozemancer level 50
70th Regrowth 124th year of Ascendancy at 11:34 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dabboare the Krog Oozemancer level 44
40th Haze 123rd year of Ascendancy at 03:45 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Dabboare the Krog Oozemancer level 34
2nd Summertide 123rd year of Ascendancy at 19:23 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dabboare the Krog Oozemancer level 21
64th Regrowth 123rd year of Ascendancy at 19:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dabboare the Krog Oozemancer level 17
8th Allure 123rd year of Ascendancy at 16:44 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dabboare the Krog Oozemancer level 35
8th Dusk 123rd year of Ascendancy at 18:43 see stats
Log
You can not drop Gluthra the voratun gauntlets (0 def, 3 armour) =4MAG= (tagged).
You can not drop Gluthra the voratun gauntlets (0 def, 3 armour) =4MAG= (tagged).
You can not drop Gluthra the voratun gauntlets (0 def, 3 armour) =4MAG= (tagged).
You can not drop Gluthra the voratun gauntlets (0 def, 3 armour) =4MAG= (tagged).
You can not drop Gluthra the voratun gauntlets (0 def, 3 armour) =4MAG= (tagged).
Dabboare drops on the floor: noble's hardened leather belt of burglary.
You can not drop Gluthra the voratun gauntlets (0 def, 3 armour) =4MAG= (tagged).
You are no longer encumbered.
Dabboare drops on the floor: Thermal Focus (109% power, 32 apr, fire damage).
Dabboare drops on the floor: thorny mindstar of storms (94% power, 24 apr, mind damage).
Dabboare drops on the floor: thorny mindstar of storms (98% power, 24 apr, mind damage).
There is an item here: Boghue the hardened leather gloves (0 def, 2 armour)
There is an item here: Hazesever
There is an item here: undeterred pair of voratun boots of phasing (0 def, 5 armour)
There is an item here: drakeskin leather belt 'Sunsweep'
There is an item here: Aeredawen the elven-silk robe (0 def, 0 armour)
There is an item here: Zubulaith (20 def, 5 armour)
There is an item here: Nimbusdream the pulsing mindstar (105% power, 32 apr, nature damage)
There is an item here: blooming living mindstar of disruption (112% power, 40 apr, nature damage)
There is an item here: caustic stralite dagger of enduring (135% power, 9 apr)
There is an item here: Sewerfurnace the elven-wood starstaff (129% power, 5 apr, cold element)
There is an item here: Polynne the voratun greatsword (176% power, 4 apr)
There is an item here: linen wizard hat 'Cysthunt' (1 def, 0 armour)
There is an item here: mindwoven cashmere robe of nature (+24%) (0 def, 0 armour)
There is an item here: Sepsisqueller (0 def, 3 armour)






















































































































































































