












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 50 / 79% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 11 (base 11) |
| Dexterity | 42 (base 33) |
| Constitution | 76 (base 65) |
| Magic | 7 (base 7) |
| Willpower | 152.21398198548 (base 62) |
| Cunning | 81 (base 63) |
Resources
| Life | 1480/1480 |
| Equilibrium | 73 |
| Psi | 242/242 |
| Healing Factor | 1.803915632753 |
| Regeneration | 35.028655668882 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 73.554857846888 |
| See Invisible | 73.554857846888 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 66 |
| Crit Chance | 52% |
| APR | 119 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 132 |
| Accuracy | 66 |
| Crit Chance | 50% |
| APR | 97 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.5 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 83 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| All | 0% |
| Physical | +9% |
| Mind | +33% |
| Nature | +115% |
Offense: Damage Penetration
| Acid | +40% |
| Light | +40% |
| Nature | +106% |
| Lightning | +35% |
| Cold | +40% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 8 (48.304188961773%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 62 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 55%( 70%) |
| All | + 36%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 42%( 70%) |
| Physical | + 37%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Bleed Resistance | 71% |
| Confusion Resistance | 27% |
| Knockback Resistance | 28% |
| Pinning Resistance | 30% |
| Poison Resistance | 91% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 668 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 348 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 889% 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 Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.70 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Slime | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Mucus | 1.45 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Cunning / Onslaught | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Feedback | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Unstoppable Nature |
| talent | Psiblades |
| 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 |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Aerasemira the skeleton warrior. Escort: lost defiler (level 8 of Dreadfell) | failed |
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 talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the temporal explorer from death by orc summoner. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 1249. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glira the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +3 Changes stats: +11 Wil Changes resistances: +5% arcane Changes damage: +15% mind Critical mult.: +20.00% Mental save: +12 (+3 eff.) Mental crit. chance: +4% A pair of boots made of leather. |
| Light source | Gleamblack the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +11.0% Physical power: +12 (+4 eff.) Damage when hit (Melee): 4 light Changes stats: +11 Wil Changes resistances: +3% light / +18% cold Changes resistances penetration: +10% cold / +10% light / +15% all Critical mult.: +30.00% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 30 power out of 35/35) : Effective talent level: 4.9 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | BelaruiblekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane / 10 blight Changes stats: +3 Cun / +4 Wil Changes damage: +18% mind Disarm immunity: +23% Pinning immunity: +30% Knockback immunity: +28% Maximum life: +25.00 Mindpower: +20 (+4 eff.) Rings make your fingers look great! |
| On fingers | Sparkbutcher the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +15% lightning Changes resistances penetration: +20% lightning / +15% light / +10% nature Changes damage: +15% nature Mental save: +9 (+2 eff.) Confusion immunity: +27% Rings make your fingers look great! |
| Around neck | Freezedare the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +4 Dex / +6 Wil / +5 Con Changes resistances: +6% acid Changes resistances penetration: +25% acid Talent mastery: +0.15 Wild-gift / Mucus Amulets make your neck look great! |
| In main hand | living mindstar 'Ivugabeth' (115% power, 90 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 101% Wil, 61% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +90 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +12 physical When wielded/worn: Armour penetration: +2 Defense: +10 (+3 eff.) Changes stats: +12 Wil Changes resistances: +10% nature / +8% all Changes resistances penetration: +8% nature Changes damage: +7% nature / +9% physical Talent masteries: +0.20 Wild-gift / Harmony +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Spell save: +5 (+2 eff.) Mindpower: +20 (+4 eff.) Mental crit. chance: +5% 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 | ThundergasherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +5 Cun / +5 Dex Changes resistances: +9% temporal / +15% fire Changes resistances penetration: +15% cold Changes damage: +6% lightning Mental crit. chance: +11% A belt that goes around your waist. |
| In off hand | pulsing mindstar 'Bogpanic' (105% power, 68 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 101% Wil, 61% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +68 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 acid Damage (radius 1) on hit: +8 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% * 20% chance to reduce armor by 8% Damage when hit (Melee): 8 acid Changes stats: +12 Wil Changes damage: +18% nature Talent granted: +1 Attune Mindstar Spell save: +7 (+2 eff.) Mindpower: +16 (+3 eff.) Mental crit. chance: +4% 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 | Magmacutter (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 fire Changes resistances: +1% physical / +12% cold Only die when reaching: -20.00 life Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+7 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% 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
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
copper amulet 'Undeathcut'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +1 Physical crit. chance: +4.0% Damage when hit (Melee): 6 nature Changes stats: +4 Dex / +1 Con Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
steel amulet 'Olibar'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun / +9 Wil Changes damage: +9% mind / +18% temporal Talent mastery: +0.19 Wild-gift / Mucus Amulets make your neck look great! |
Manakath the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Changes resistances: +6% fire / +11% physical Blindness immunity: +24% Life regen: +4.00 Stamina each turn: +0.60 Only die when reaching: -80.00 life Infravision radius: +5 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
AreraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +6% acid / +6% nature / +12% mind Changes resistances penetration: +20% acid Changes damage: +12% mind Rings make your fingers look great! |
GlimmersorrowInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +24% lightning / +9% nature Changes damage: +12% lightning Pinning immunity: +10% Light radius: +3 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
copper ring 'Charglory'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Con Changes resistances: +28% fire Changes resistances penetration: +25% arcane Changes damage: +11% fire Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Rings make your fingers look great! |
copper ring 'Deepstrial'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 35% Damage when hit (Melee): 4 darkness Changes stats: +6 Mag Changes damage: +3% lightning Mental save: +6 (+2 eff.) Confusion immunity: +24% Light radius: +2 Rings make your fingers look great! |
ArolaithInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +30 (+10 eff.) Effects on melee hit: * 10% chance to reduce armor by 8% Changes resistances: +9% lightning / +24% cold / +5% arcane Changes damage: +12% cold Reduces incoming crit damage: 15.00% Poison immunity: +20% Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
treant's steel ring of frost (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +24% cold / +7% nature Changes damage: +12% cold Poison immunity: +14% Disease immunity: +15% Rings make your fingers look great! |
warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
BleakquillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +32% lightning / +20% light Changes resistances penetration: +20% darkness / +25% cold Changes damage: +16% lightning Rings make your fingers look great! |
mule's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Maximum encumbrance: +28 Rings make your fingers look great! |
savage's gold ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +26% acid Changes damage: +13% acid Spell save: +13 (+4 eff.) Maximum stamina: +19.00 Rings make your fingers look great! |
solipsist's gold ring of nature (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +26% nature Changes damage: +13% nature Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
treant's gold ring of fire (+6%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% blight / +24% fire / +10% nature Changes damage: +12% fire Poison immunity: +16% Disease immunity: +18% Rings make your fingers look great! |
stralite ring 'Gleamprophet'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +26 (+9 eff.) Changes stats: +19 Str / +16 Con Critical mult.: +5.00% Physical save: +7 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
CamylinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Mag / +4 Wil Changes resistances: +32% nature Changes damage: +9% blight / +12% arcane / +16% nature Spell save: +6 (+2 eff.) Disarm immunity: +39% Pinning immunity: +36% Knockback immunity: +45% Life regen: +19.00 Maximum life: +99.00 Healing mod.: +17% Rings make your fingers look great! |
Manirohor the AbyssserpentInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +36% cold / +34% fire / +5% arcane / +16% physical Changes resistances penetration: +15% arcane Changes damage: +18% cold / +38% fire / +9% arcane / +16% physical Rings make your fingers look great! |
dragonbone starstaff 'Bokirig' (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +9 Defense: +30 (+10 eff.) Changes resistances: +1% physical Changes resistances penetration: +5% all Changes damage: +12% acid / +30% temporal Talent granted: +1 Command Staff Critical mult.: +7.00% Maximum stamina: +30.00 Spellpower: +19 (+8 eff.) Spell crit. chance: +12% Damage Shield penetration: +16% Damage Shield Power: +11% Staves designed for wielders of magic, by the greats of the art. |
Spectral Blade (130% power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Star (100% power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Dourcast (133% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce damage dealt by 35% * 11% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 blight / +8 acid When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +9 Effects on melee hit: * 20% chance to reduce armor by 8% Changes resistances penetration: +5% acid / +5% darkness / +9% all Changes damage: +3% darkness Disease immunity: +19% Sharp, short and deadly. |
Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 113% Range: 1.1x Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Lightning Breath (costing 26 power out of 30/30) : Effective talent level: 5.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 48.49 to 145.48 lightning damage (96.99 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
hungering pulsing mindstar of storms (109% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 lightning Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +6% lightning Changes damage: +12% lightning Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to inflict 209.34 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 17 turns. 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-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. This object's appearance was changed to Bikini. |
Daguthad (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +7 Cun / +5 Wil Changes resistances penetration: +25% arcane Changes damage: +12% arcane Mental save: +19 (+5 eff.) Life regen: +7.00 Maximum life: +72.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +17% A suit of armour made of leather. |
SmolderbloodInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 8% Damage when hit (Melee): 8 acid / 8 fire Changes resistances: +15% lightning / +12% temporal Changes damage: +6% acid / +6% temporal Physical save: +11 (+6 eff.) Maximum life: +67.00 Mindpower: +9 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
drakeskin leather belt 'Ulfidrarig'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +19 (+6 eff.) Armour: +12 Changes stats: +5 Str / +4 Con Changes resistances: +3% darkness Reduces incoming crit damage: 15.00% Physical save: +27 (+11 eff.) Spell save: +19 (+5 eff.) Mindpower: +9 (+2 eff.) Size category: +2 A belt that goes around your waist. |
Tideoblivion the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +3 Changes stats: +7 Cun / +3 Wil Changes resistances penetration: +15% cold Physical save: +5 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) See invisible: +12 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
drakeskin leather gloves 'Fulasarach' (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +37 (+16 eff.) Armour: +9 Damage when hit (Melee): 6 acid Changes stats: +4 Cun / +4 Dex Changes resistances: +7% darkness Physical save: +20 (+9 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +20% Disarm immunity: +28% Life regen: +4.00 Infravision radius: +4 When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +23 Armour Penetration: +5 Crit. chance: +24.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +9 darkness It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 3.5 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of war-making (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Armour: +3 Effects when hit in melee: * 27 arcane resource burn Critical mult.: +10.00% Spell save: +14 (+4 eff.) Spell crit. chance: +9% Mental crit. chance: +18% When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 16 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Urthubar' (2 def, 0 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Cun / +10 Wil Changes resistances: +8% blight / +1% physical / +9% nature / +6% acid Only die when reaching: -20.00 life Maximum life: +80.00 Mindpower: +9 (+2 eff.) A pointy cloth hat, very wizardly... This object's appearance was changed to Invisible. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +13% cold Allows you to breathe in: water Physical save: +13 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's dwarven-steel helm of dexterity (+3) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +8 Dex / +4 Cun / +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
523 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Arama the LightningrotInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Changes stats: +3 Dex / +2 Con Changes resistances penetration: +5% lightning Physical save: +6 (+3 eff.) Light radius: +3 Infravision radius: +3 Healing mod.: +10% 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. |
Narodir the FlowerwitchPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% cold / +11% darkness / +9% nature Changes resistances penetration: +5% acid / +20% cold / +10% nature Changes damage: +12% mind / +11% light Damage affinity(heal): +5% light Mental save: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 33.50 light damage. At talent level 3 you gain 8% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xerima the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 8% Changes stats: +7 Wil Changes resistances: +12% acid / +9% cold / +6% light Changes damage: +15% mind Physical save: +13 (+6 eff.) Maximum life: +79.00 Light radius: +5 Healing mod.: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Brightmaim (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +5 Dex / +3 Mag Changes resistances penetration: +10% light Mindpower: +30 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 4.5 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 23 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 FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 269/400. 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)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 490.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Aremina the iron torque of mindblast [power 105] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Changes damage: +3% blight Stamina each turn: +1.00 Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 140 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Elice the Cornac Oozemancer level 40
64th Regrowth 123rd year of Ascendancy at 14:18 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Elice the Cornac Oozemancer level 32
14th Regrowth 123rd year of Ascendancy at 12:49 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Elice the Cornac Oozemancer level 40
63rd Regrowth 123rd year of Ascendancy at 00:26 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Elice the Cornac Oozemancer level 45
9th Pyre 123rd year of Ascendancy at 15:28 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Elice the Cornac Oozemancer level 43
6th Pyre 123rd year of Ascendancy at 21:01 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Elice the Cornac Oozemancer level 13
5th Dusk 122nd year of Ascendancy at 22:49 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Elice the Cornac Oozemancer level 42
4th Pyre 123rd year of Ascendancy at 00:33 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Elice the Cornac Oozemancer level 31
3rd Regrowth 123rd year of Ascendancy at 00:08 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Elice the Cornac Oozemancer level 23
53rd Haze 122nd year of Ascendancy at 09:13 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Elice the Cornac Oozemancer level 31
6th Regrowth 123rd year of Ascendancy at 02:16 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Elice the Cornac Oozemancer level 23
53rd Haze 122nd year of Ascendancy at 05:00 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elice the Cornac Oozemancer level 32
14th Regrowth 123rd year of Ascendancy at 12:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Elice the Cornac Oozemancer level 10
3rd Mirth 122nd year of Ascendancy at 00:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Elice the Cornac Oozemancer level 20
53rd Dusk 122nd year of Ascendancy at 03:09 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Elice the Cornac Oozemancer level 30
5th Decay 122nd year of Ascendancy at 05:33 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Elice the Cornac Oozemancer level 40
62nd Regrowth 123rd year of Ascendancy at 09:31 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Elice the Cornac Oozemancer level 50
1st Summertide 123rd year of Ascendancy at 14:25 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Elice the Cornac Oozemancer level 23
23rd Haze 122nd year of Ascendancy at 16:48 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Elice the Cornac Oozemancer level 44
7th Pyre 123rd year of Ascendancy at 11:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Elice the Cornac Oozemancer level 28
74th Haze 122nd year of Ascendancy at 06:41 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Elice the Cornac Oozemancer level 43
4th Pyre 123rd year of Ascendancy at 02:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Elice the Cornac Oozemancer level 7
78th Pyre 122nd year of Ascendancy at 11:31 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Elice the Cornac Oozemancer level 32
14th Regrowth 123rd year of Ascendancy at 12:49 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Elice the Cornac Oozemancer level 47
29th Pyre 123rd year of Ascendancy at 12:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Elice the Cornac Oozemancer level 23
53rd Haze 122nd year of Ascendancy at 22:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Elice the Cornac Oozemancer level 17
32nd Dusk 122nd year of Ascendancy at 20:10 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Elice the Cornac Oozemancer level 39
62nd Regrowth 123rd year of Ascendancy at 09:31 see stats
Log
You gain 20.25 gold from the transmogrification of supercharged elven-wood totem of thorny skin [power 84] (20 cooldown).
You gain 23.10 gold from the transmogrification of Dúathedlen Heart.
You gain 5.86 gold from the transmogrification of heroic voratun gauntlets of magic (+4) (0 def, 8 armour).
You gain 10.32 gold from the transmogrification of alchemist's drakeskin leather gloves of the starseeker (0 def, 3 armour).
You gain 4.34 gold from the transmogrification of radiant stralite plate armour of acid resistance (0 def, 13 armour).
You gain 25.00 gold from the transmogrification of Belusta the Brightbender (4 def, 8 armour).
You gain 25.00 gold from the transmogrification of Xerymidath the reinforced leather armour (12 def, 21 armour).
You gain 2.98 gold from the transmogrification of shimmering elven-silk robe of light (+24%) (0 def, 0 armour).
You gain 13.98 gold from the transmogrification of focusing elven-silk robe of Angolwen (0 def, 0 armour).
You gain 5.23 gold from the transmogrification of dreamer's elven-silk robe of blight (+22%) (0 def, 0 armour).
You gain 2.95 gold from the transmogrification of barbed pouch of stralite shots of crippling (19/19, 169% power, 5 apr).
You gain 4.92 gold from the transmogrification of epiphanous living mindstar (113% power, 40 apr, mind damage).
You gain 10.00 gold from the transmogrification of Thermal Focus (109% power, 32 apr, fire damage).
You gain 25.00 gold from the transmogrification of Korildir the voratun dagger (146% power, 9 apr).
You gain 25.00 gold from the transmogrification of stralite waraxe 'Heatkiss' (138% power, 5 apr).
You gain 8.56 gold from the transmogrification of plaguebringer's stralite waraxe of crippling (141% power, 5 apr).
You gain 5.68 gold from the transmogrification of elemental stralite waraxe of phasing (133% power, 21 apr).
You gain 10.45 gold from the transmogrification of enhanced stralite longsword (142% power, 5 apr).
You gain 25.00 gold from the transmogrification of Runegrim the Sundare (153% power, 3 apr).
You gain 25.00 gold from the transmogrification of Telos's Staff (Bottom Half).
You gain 8.91 gold from the transmogrification of lifebinding dragonbone vilestaff of warding (136% power, 6 apr, fire element).
You gain 5.15 gold from the transmogrification of cruel elven-wood starstaff of fate (129% power, 5 apr, physical element).
You gain 5.56 gold from the transmogrification of warrior's stralite amulet of strength (+7).
You gain 1.00 gold from the transmogrification of wild infusion (res 24%; physical; dur 2; cd 15).
You gain 1.52 gold from the transmogrification of movement infusion (speed 550%; cd 12).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.





























































































































