











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. 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! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Adventurer Buff Addon 1.7.4Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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:
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 | Madness Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Oozemancer |
| Level / Exp | 30 / 86% |
| Size | big |
| Lifes / Deaths | Killed by Ivamigalle the rogue at level 19 on the 9th Dusk 122nd year of Ascendancy at 07:25 / 2Killed by Mayaba the abyssal horror at level 30 on the 41st Haze 122nd year of Ascendancy at 15:52 |
| Antimagic | Follower |
Primary Stats
| Strength | 39 (base 29) |
| Dexterity | 22 (base 10) |
| Constitution | 18 (base 16) |
| Magic | 8 (base 10) |
| Willpower | 91 (base 60) |
| Cunning | 83 (base 60) |
Resources
| Life | -328/1224 |
| Equilibrium | 91 |
| Healing Factor | 1.0711363549266 |
| Regeneration | 25.538308447714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 59.072219918429 |
| See Invisible | 59.072219918429 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 69 |
| Crit Chance | 27% |
| APR | 59 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 69 |
| Crit Chance | 27% |
| APR | 59 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Light | +6% |
| Cold | +24% |
| Nature | +24% |
| Physical | +13% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Acid | +21% |
| Fire | 0% |
| Mind | +25% |
| Cold | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 16 (54.823135475018%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 55 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 39%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 92% |
| Fear Resistance | 60% |
| Poison Resistance | 100% |
| Blind Resistance | 68% |
| Disarm Resistance | 21% |
| Bleed Resistance | 68% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| 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 369 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Moss | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
You failed to protect the lost sun paladin from death by Neryda the xaren. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Voriletha the large white snake. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax 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. | 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Goredragen'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +10 (+3 eff.) Ignore Armor +1 defense ------ Resistance +6% mind Stun Resist +20% other ------- Light +6 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. |
| On head | The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 4.2 Power cost 13 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.00 mind and 28.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 31% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 30. Terrified: Deals 7.00 mind and 7.00 darkness damage per turn and increases cooldowns by 47%. Haunted: Causes the target to suffer 10.94 mind and 10.94 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | naturalist's voratun gauntlets of butchering (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +11 (+3 eff.) On-Hit 12 nature Damage +4% nature Accuracy +6 (+2 eff.) Ignore Armor +11 defense ------ Armor +3 Fatigue +5% Resistance +10% blight +10% nature Spell save +18 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of healing [power 116] (11 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's gold ring of the mountain (+13%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +7 (+1 eff.) Damage +13% physical defense ------ Resistance +13% physical Rings make your fingers look great! |
| On fingers | copper ring 'Glintvagrant'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% light When Hit 2 light defense ------ Resistance +18% light +3% temporal Life +20.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
| Around neck | steel amulet 'Charknight'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Critical power +20.00% Damage +15% acid Ignore resists +10% acid When Hit 10 fire defense ------ Resistance +3% acid Amulets make your neck look great! |
| In main hand | gifted living mindstar of clarity (18-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +19 (+4 eff.) defense ------ Mind save +7 (+2 eff.) other ------- Max psi +24.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Tidesaw1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +4 Wil +4 Cun offense ------ Damage +9% cold Ignore resists +25% mind +5% cold defense ------ Resistance +6% mind +6% cold Physical save +14 (+7 eff.) Spell save +13 (+4 eff.) Mind save +15 (+5 eff.) A belt that goes around your waist. |
| In off hand | absorbing living mindstar of venom (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 13 acid Damage +10% acid Ignore resists +11% acid defense ------ Resistance +14% lightning +12% fire +11% acid +5% cold Life Regen +3.00 other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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 | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+6 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons Cunning and malice seem to emanate from this cloak. |
| Main armor | rejuvenating hardened leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% acid +6% cold Life Regen +2.40 other ------- Stamina/turn +1.00 Breathe water A suit of armour made of leather. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the psychic (heal 229; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 233; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 162; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 373; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 369; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 367; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 19%; physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, arcane, blight, cold, nature, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 arcane, 3 blight, 5 cold, 4 nature, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1187% over 10 turns; mana 59; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1187% for 10 turns (0 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 58; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 130; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
stormshield rune (threshold 60; blocks 3; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 60 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 8 light 7 darkness Damage +9% light +7% darkness When Hit: * 8% chance to reduce damage dealt by 30% * 7% chance to blind defense ------ Resistance +14% temporal Pinning Resist +23% Knockbk Resist +25% Amulets make your neck look great! |
gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 8 light 9 darkness Damage +6% light +8% darkness When Hit: * 9% chance to reduce damage dealt by 30% * 8% chance to blind Amulets make your neck look great! |
Bethumira the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +5 Wil offense ------ Damage +11% fire defense ------ Resistance +9% blight +22% fire Physical save +3 (+2 eff.) Life +80.00 Blind Resist +20% Disease Resist +20% Pinning Resist +20% Rings make your fingers look great! |
gold ring 'Amothel'0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun offense ------ Spellpower +10 (+5 eff.) Damage +13% mind +3% blight When Hit 8 blight defense ------ Defense +8 (+2 eff.) Fatigue -6% Resistance +13% mind other ------- Encumbrance +23 Vim-on-crit +1.00 Rings make your fingers look great! |
gold ring 'Cameruihor'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex +9 Mag offense ------ Damage +9% blight Ignore Shields +30% Accuracy +12 (+4 eff.) defense ------ Spell save +15 (+5 eff.) other ------- Mana/turn +0.12 Vim-on-crit +2.00 Rings make your fingers look great! |
gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 8 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 38 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 38 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
chilling stralite battleaxe of amnesia (44-67 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Arcane/Psionic Weapon Damage 44.5 - 66.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +24 cold On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Massive two-handed battleaxes. |
slime-covered stralite battleaxe of projection (44-66 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Disrupt/Psionic Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * 23% chance to slow global speed by 66% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
quick iron greatsword (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +13 (+4 eff.) Massive two-handed swords. |
steel greatsword of crippling (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Massive two-handed swords. |
blazebringer's deep-steel trident (26-42 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Nature Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +49 fire While equipped: offense ------ Global Speed +6% Ignore resists +17% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced deep-steel trident of enduring (26-41 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego++] Nature Weapon Damage 25.5 - 40.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +13 Str +6 Dex +10 Mag +22 Wil +10 Cun +23 Con defense ------ Life +27.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking steel longsword of evisceration (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Ignore resists +7% physical Accuracy +7 (+2 eff.) Ignore Armor +6 Sharp, long, and deadly. |
Eremyrig the Sleetblast (26-36 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 25.5 - 35.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +20 cold On-Hit, radius 1 +12 cold On Hit: * 20% chance to reduce all saves and defense by 38 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% Damage +15% nature When Hit 10 nature defense ------ Resistance +6% cold Sharp, long, and deadly. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Mag 24,Dex 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
chilling stralite longsword of corruption (36-51 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane Weapon Damage 36.5 - 51.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +17 cold On Hit: 20% Curse of Vulnerability 4 Sharp, long, and deadly. |
elemental stralite longsword of shearing (34-47 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +17% acid Ignore resists +7% acid +9% all Accuracy +11 (+4 eff.) Ignore Armor +6 Sharp, long, and deadly. |
manaburning steel mace of crippling (12-17 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Disrupt/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 13 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Blunt and deadly. |
flaming dwarven-steel mace of shearing (29-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +8 fire While equipped: offense ------ Ignore resists +7% all Accuracy +11 (+4 eff.) Ignore Armor +7 Blunt and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Dairotar the thorny mindstar (9-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 arcane While equipped: Stats +4 Str offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +14% lightning +5% fire +4% nature +13% cold defense ------ Resistance +4% blight Spell save +12 (+4 eff.) Mind save +4 (+1 eff.) Disease Resist +13% other ------- Max psi +19.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dayorder (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +12 light On-crit, radius 2 +16 acid +16 cold On Hit: * 20% chance to reduce armor by 9% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +5% nature defense ------ Resistance +5% blight +3% light Disease Resist +13% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glorugalemira (14-16 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 14.5 - 16.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +20 physical While equipped: offense ------ Physical Crit +2.0% Mind Crit +3% Mindpower +9 (+2 eff.) Ignore Armor +1 defense ------ Defense +10 (+3 eff.) Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering pulsing mindstar of frost (12-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 12 cold Damage +10% cold Ignore resists +12% cold defense ------ Armor +9 Resistance +7% cold other ------- Hate/kill +4.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 130.60 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 15 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elemental quiver of elven-wood arrows of paradox (17/17, 42-59 power, 14 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego+] Arcane Weapon Damage 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 17 On-ranged-hit +21 temporal On Hit: * 15% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 15 fire damage (1/turn) Arrows are used with bows to pierce your foes to death. |
pouch of voratun shots 'Pitchmortal' (22/22, 66-79 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Random Unique] Arcane/Master Weapon Damage 66.0 - 79.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +21.0% Capacity 22 On-ranged-hit +12 darkness On-Hit, radius 1 +20 darkness On-crit, radius 2 +16 darkness On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Blackradiance the steel shield (0 def, 4 armour, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +8 Mag +4 Wil +3 Cun offense ------ On-Hit 7 acid Damage +24% darkness When Hit 5 acid defense ------ Armor +4 Fatigue +8% other ------- Infravision +3 Talents +1 Block Handheld deflection devices. |
Sanguine Shield (0 def, 15 armour, 220 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
voratun shield of crushing (0 def, 10 armour, 183 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+3 eff.) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
verdant silk robe of nature (+27%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats +9 Con offense ------ Damage +39% nature defense ------ Resistance +27% nature +13% all Poison Resist +28% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Infernolord (20 def, 12 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +6% arcane +15% fire defense ------ Armor +12 Defense +20 (+6 eff.) Fatigue +8% Resistance +51% acid +17% physical +6% darkness +18% lightning +33% cold +5% arcane +26% fire other ------- Breathe water A suit of armour made of leather. |
enlightening drakeskin leather armour of clarity (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +7% mind Mind save +39 (+13 eff.) A suit of armour made of leather. |
Belatira the Woerazor (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +4 Cun offense ------ Mind Crit +7% Damage +9% acid +12% mind defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% acid +24% cold +12% darkness other ------- EQ when Hit +0.12 A suit of armour made of mail. |
Tulelar (5 def, 15 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Random Unique] Nature/Psionic While equipped: offense ------ Damage +15% acid defense ------ Armor +15 Defense +5 (+1 eff.) Fatigue +12% Resistance +26% acid +13% cold +10% mind +6% nature Mind save +20 (+7 eff.) Life Regen +8.00 other ------- Stamina/turn +1.30 Breathe water A suit of armour made of mail. |
prismatic voratun mail armour of the deep (5 def, 14 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Arcane/Nature While equipped: defense ------ Armor +14 Defense +5 (+1 eff.) Fatigue +12% Resistance +6% acid +11% cold +14% light +15% darkness other ------- Breathe water A suit of armour made of mail. |
voratun mail armour of implacability (5 def, 16 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Master While equipped: defense ------ Armor +16 Defense +5 (+1 eff.) Fatigue +5% Physical save +9 (+5 eff.) A suit of armour made of mail. |
Earthwrecker the dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Master While equipped: offense ------ Damage +6% arcane +21% nature Ignore resists +25% nature +25% mind On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Armor +11 Fatigue +22% Resistance +24% fire +5% arcane +6% nature A suit of armour made of metal plates. |
Khelygen the Gleamrip1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +7 Lck offense ------ Damage +3% light Ignore resists +15% darkness defense ------ Resistance +6% lightning +9% light Spell save +6 (+2 eff.) Stealth +7 other ------- Disarm Traps +10 Infravision +5 A belt that goes around your waist. |
hardened leather belt 'Samugorath'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +8 Str +2 Wil +1 Con defense ------ Resistance +8% lightning +8% temporal other ------- See Invis +12 A belt that goes around your waist. |
monstrous hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +16 (+5 eff.) defense ------ Physical save +7 (+4 eff.) Spell save +8 (+2 eff.) other ------- Size +2 A belt that goes around your waist. |
Sepsisstriker (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Wil offense ------ Damage +9% nature +9% cold defense ------ Armor +1 Resistance +6% fire +3% nature +5% cold other ------- See Invis +3 A pair of boots made of leather. |
Brodaromidar (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +3 Resistance +9% nature +2% physical Disease Resist +20% Cut Resist +20% other ------- Hate-on-crit +5.00 Light +2 Infravision +3 Rush: Puts all charms on 19 turn cooldown Effective talent level: 4.5 Power cost 19 out of 25/25. Range 9 Cooldown: 20 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of evasion (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +4 Defense +5 (+1 eff.) Fatigue +3% Physical save +7 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Evasion: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +4 Con +3 Wil offense ------ Mindpower +4 (+1 eff.) Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Life Regen +4.00 Healmod +13% Blindside: Puts all charms on 19 turn cooldown Effective talent level: 3.5 Power cost 19 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex defense ------ Armor +4 Fatigue -3% Physical save +9 (+5 eff.) other ------- Encumbrance +29 Disengage: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 nature Damage +5% nature Accuracy +15 (+5 eff.) defense ------ Armor +2 Resistance +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Damage +8% arcane defense ------ Armor +3 Life Regen +6.00 other ------- Stamina/turn +1.20 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
champion's hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +7 Str +4 Wil +4 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Mind save +7 (+2 eff.) other ------- Light +1 A cap made of leather. |
Tethel the Carrionraptor (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% nature Ignore resists +10% lightning On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Armor +3 Fatigue +5% Resistance +21% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 agate0.0 Encumbrance 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. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
313 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Greenjustice2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Damage +6% acid +3% nature defense ------ Armor +4 Resistance +3% all Spell save +6 (+2 eff.) other ------- 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. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 15 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance 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. |
iron torque of psionic shield 'Sunwilter' [power 23] (19 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +5% mind other ------- Light +1 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Hellhash [power 275] (11 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% arcane Ignore resists +25% arcane When Hit 10 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% temporal Blast the opponent's mind dealing 275 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of clear mind [power 2] (15 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 19 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Bavooma the Krog Oozemancer level 27
68th Dusk 122nd year of Ascendancy at 18:45 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bavooma the Krog Oozemancer level 18
5th Dusk 122nd year of Ascendancy at 16:10 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun.By Bavooma the Krog Oozemancer level 20
10th Dusk 122nd year of Ascendancy at 14:26 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Bavooma the Krog Oozemancer level 18
6th Dusk 122nd year of Ascendancy at 11:43 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bavooma the Krog Oozemancer level 29
38th Haze 122nd year of Ascendancy at 19:37 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Bavooma the Krog Oozemancer level 10
4th Mirth 122nd year of Ascendancy at 22:49 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Bavooma the Krog Oozemancer level 20
9th Dusk 122nd year of Ascendancy at 16:56 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Bavooma the Krog Oozemancer level 30
39th Haze 122nd year of Ascendancy at 18:31 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Bavooma the Krog Oozemancer level 26
52nd Dusk 122nd year of Ascendancy at 21:12 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Bavooma the Krog Oozemancer level 20
10th Dusk 122nd year of Ascendancy at 03:12 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bavooma the Krog Oozemancer level 15
2nd Summertide 122nd year of Ascendancy at 01:00 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Bavooma the Krog Oozemancer level 9
4th Mirth 122nd year of Ascendancy at 15:52 see stats
The Restless Dead (Madness (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Bavooma the Krog Oozemancer level 21
13rd Dusk 122nd year of Ascendancy at 01:29 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bavooma the Krog Oozemancer level 20
11st Dusk 122nd year of Ascendancy at 18:10 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bavooma the Krog Oozemancer level 13
9th Mirth 122nd year of Ascendancy at 20:51 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Bavooma the Krog Oozemancer level 19
9th Dusk 122nd year of Ascendancy at 07:25 see stats
Log
Mayaba the abyssal horror's abyssal darkness area effect hits Bavooma for (12 antimagic), 0 darkness, 8 healing (0 total damage) [8 healing].
Mayaba the abyssal horror's abyssal darkness area effect hits Bavooma's mucus ooze for 48 darkness damage.
Bavooma's mucus ooze is surrounded by a thick smoke.
Bavooma is surrounded by a thick smoke.
Mayaba the abyssal horror's Shadow Shot performs a ranged critical strike against Bavooma!
Bavooma HEALS from physical damage!
Bavooma HEALS from fire damage!
Mayaba the abyssal horror's Shadow Shot strikes Bavooma's mucus ooze in the darkness (+82% damage).
Mayaba the abyssal horror's Shadow Shot hits Bavooma for 665 physical, 161 healing, (112 antimagic), 75 fire, 43 healing (740 total damage) [204 healing].
Mayaba the abyssal horror's Shadow Shot hits Bavooma's mucus ooze for 210 fire damage.
Bavooma gains 17% of a turn from Ancestral Life.
Bavooma uses Acidbeam.
Bavooma shrugs off the effect 'Abyssal Shroud'!
Bavooma's mucus ooze shrugs off the effect 'Abyssal Shroud'!
Bavooma HEALS from darkness damage!
Mayaba the abyssal horror's abyssal darkness area effect strikes Bavooma's mucus ooze in the darkness (+82% damage).
Mayaba the abyssal horror's creeping dark hits Bavooma's mucus ooze for 73 darkness damage.
Mayaba the abyssal horror's creeping dark hits Bavooma for (18 antimagic), 0 darkness, 12 healing (0 total damage) [12 healing].
Mayaba the abyssal horror's abyssal darkness area effect hits Bavooma for (13 antimagic), 0 darkness, 9 healing (0 total damage) [9 healing].
Mayaba the abyssal horror's abyssal darkness area effect hits Bavooma's mucus ooze for 53 darkness damage.
Bavooma gains 2% of a turn from Ancestral Life.
Bavooma's mucus ooze is free from the abyss.
Mayaba the abyssal horror's Fragmentation Shot performs a ranged critical strike against Something!
Mayaba the abyssal horror's Fragmentation Shot performs a ranged critical strike against Bavooma!
Bavooma is crippled.
Mayaba the abyssal horror's Fragmentation Shot strikes Bavooma in the darkness (+82% damage).
Mayaba the abyssal horror's Fragmentation Shot hits Bavooma's mucus ooze for 1030 physical damage.
Mayaba the abyssal horror's Fragmentation Shot hits Bavooma for 1142 physical damage.
Bavooma the level 30 krog oozemancer was bled to death by Mayaba the abyssal horror on level 3 of Lake of Nur.
















































































































































