














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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.
Escorts Enhanced CN 1.5.10Escorts Enhanced Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 31 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Voritira the drem master at level 19 on the 7th Iron 123rd year of Ascendancy at 16:58 4 / 2Killed by Arora the shadowblade at level 24 on the 29th Stralite 123rd year of Ascendancy at 13:44 |
Primary Stats
| Strength | 35 (base 12) |
| Dexterity | 34 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 75 (base 48) |
| Willpower | 102.90404057865 (base 60) |
| Cunning | 48.068462479398 (base 24) |
Resources
| Life | 1253/1253 |
| Equilibrium | 81 |
| Paradox | 370 |
| Healing Factor | 1.062941519274 |
| Regeneration | 114.24059960865 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 52 |
| Crit Chance | 25% |
| APR | 77 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 97 |
| Accuracy | 52 |
| Crit Chance | 25% |
| APR | 77 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 18% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Nature | +18% |
| Temporal | +24% |
| Lightning | +16% |
| Arcane | +9% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +34% |
| Lightning | +12% |
| Temporal | +15% |
| Nature | +57% |
| Physical | +15% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 11 |
| Physical Save | 27 |
| Spell Save | 45 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Lightning | + 48%( 70%) |
| Nature | + 35%( 70%) |
| Mind | + 20%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 17%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 88% |
| Poison Resistance | 68% |
| Blind Resistance | 48% |
| Silence Resistance | 35% |
| Bleed Resistance | 48% |
| Disarm Resistance | 41% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 38% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 460 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous 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 141 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. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 724% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Slime | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Acidic Soil |
| talent | Reality Smearing |
| talent | Elemental Harmony |
| talent | Energy Decomposition |
| talent | Psiblades |
| beneficial effect | A flow of life spins around the target, regenerating 92.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
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 | undeterred pair of drakeskin leather boots of spellbinding (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +5 Silence- +35% Confus- +35% Stun/Frz- +44% ---------- misc Spell.cld 10% A pair of boots made of leather. |
| Quiver | thought-forged quiver of elm arrows (13/13, 12-18 power, 5 apr)3.0 T1 arrow ammo [Ego] Psionic Power 12.5 - 17.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Rld cld 6 Ranged+ +8 mind On Hit: * 18% chance to reduce all saves and defense by 42 Arrows are used with bows to pierce your foes to death. |
| Light source | Ce'Neriawe the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Res.pen +15% physical ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +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 | Huriyon (0 def, 6 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Str +6 Dex +1 Mag +4 Wil ----- def ----- Armour +6 Fatigue +3% Resists +10% blight +9% fire +9% lightning Mind.save +7 (+2 eff.) Die.at -60.00 life ---------- misc Infravis +3 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 133.0 Physical damage. If the attack hits, the target is confused (35% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | Nerinn [power 51] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Str +3 Dex +2 Mag +1 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Resists +4% physical Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +4 Mag dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +20 (+6 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +9% nature +9% arcane Res.pen +15% nature ----- def ----- Max.HP +36.00 Disarm- +31% Pinning- +25% Knockbk- +38% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Xanomina the Rotblack0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% acid +24% temporal Res.pen +15% temporal Melee Ret 6 acid 6 temporal On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +36% acid Rings make your fingers look great! |
| Around neck | mindweaver's stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) S.pwr/crit +4 ----- def ----- Mind.save +10 (+3 eff.) Confus- +16% ---------- misc Mana/turn +0.28 Max.mana +41.00 Amulets make your neck look great! |
| In main hand | harmonious living mindstar of resolve (16-18 power, 70 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Nature Uses 88% Wil, 53% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +70 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Wil dps ---------- Mind.crit +5% Mind.pwr +18 (+4 eff.) Dmg.mod +4% nature Res.pen +6% nature ----- def ----- Resists +6% nature Spell.save +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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 | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | living mindstar of storms (16-17 power, 70 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 15.5 - 17.1 Nature Uses 88% Wil, 53% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +70 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +5 Mag +7 Wil +7 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +18 (+4 eff.) Melee+ 12 lightning Dmg.mod +16% lightning Res.pen +12% lightning ----- def ----- Resists +16% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Emelevena the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +30 (+6 eff.) Res.pen +25% mind ----- def ----- Defense +1 (+0 eff.) Resists +12% mind Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's reinforced leather armour of thunder (17 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: Stats +8 Str +8 Dex +5 Mag +7 Wil dps ---------- Phys.crit +9.0% Spell.crit +6% Mind.crit +7% Phys.pwr +18 (+6 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +13 (+3 eff.) ----- def ----- Armour +7 Defense +17 (+8 eff.) Fatigue +8% Resists +18% lightning Phys.save +11 (+6 eff.) A suit of armour made of leather. |
Inventory
Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
healing infusion of the sneak (heal 168; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -642; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -642 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 642 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 709%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 544%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 544% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 620%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 620% 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. 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 410; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 410 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 |
wild infusion of the psychic (res 36%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 22%; magical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 9; phase 27; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
blink rune of the sneak (range 5; phase 21; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 17; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 15; blocks 4; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 4 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 32; blocks 4; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 32 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Porovea the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun ----- def ----- Phys.save +3 (+2 eff.) Heal.mod +20% ---------- misc Infravis +2 See.Invis +3 Amulets make your neck look great! |
copper amulet 'Anyldil'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Resists +12% lightning +1% physical Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 522 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Emumina the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% arcane Acc +5 (+3 eff.) Apr +3 ----- def ----- Armour +10 Defense +10 (+5 eff.) Phys.save +7 (+4 eff.) Max.HP +39.00 HP.reg +3.00 ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Ivadheth the Blazestreaker0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Fatigue -6% Resists +12% lightning +12% cold +11% fire +12% temporal HP.reg +1.00 Pinning- +26% Knockbk- +24% Amulets make your neck look great! |
Zanerab the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +11 Cun +7 Con dps ---------- Mov.spd +20% On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Fatigue -10% Resists +5% arcane +7% physical HP.reg +3.00 ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
insulating steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +13% fire +12% cold Amulets make your neck look great! |
insulating steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% fire +14% cold Amulets make your neck look great! |
savior's steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Phys.save +12 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+3 eff.) Amulets make your neck look great! |
starlit steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% light +13% darkness Blind- +22% Amulets make your neck look great! |
gold amulet 'Belyvena'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +9% temporal +18% mind +9% cold Res.Cap +4% all Phys.save +13 (+7 eff.) Heal.mod +5% Confus- +22% Amulets make your neck look great! |
gold amulet 'Winterdream'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +6% cold +9% light Res.pen +10% acid ----- def ----- Resists +16% fire +30% cold ---------- misc Light +3 Amulets make your neck look great! |
savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+4 eff.) Amulets make your neck look great! |
stralite amulet 'Blastraptor'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +6 Dex +8 Cun dps ---------- Res.pen +25% lightning ----- def ----- Resists +18% fire +26% cold ---------- misc Light +3 Infravis +3 Amulets make your neck look great! |
Woerazor the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +17.00% Spell.pwr +15 (+5 eff.) Dmg.mod +6% acid +12% blight +13% fire +7% lightning +8% cold Res.pen +15% darkness +5% blight Melee Ret 8 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +6% darkness +13% temporal Pinning- +39% Knockbk- +35% Amulets make your neck look great! |
Cyryta the Breezebreacher0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% mind Res.pen +25% mind +5% cold On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Resists +9% mind +3% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Frozenorder0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 11 physical Ranged+ 9 physical Dmg.mod +18% mind Res.pen +15% mind +10% cold On Hit (Melee): * 11% chance to reduce all saves and defense by 42 On Hit (Ranged): * 11% chance to reduce all saves and defense by 42 ----- def ----- Resists +6% cold +15% fire ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 7.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
Gloresevea the Curespire0.1 T1 ring jewelry [Rare] Master While equipped: Stats +10 Mag +2 Wil dps ---------- Dmg.mod +9% nature ----- def ----- HP.reg +2.00 Stun/Frz- +24% ---------- misc Light +3 Rings make your fingers look great! |
Pusream0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +6% nature ----- def ----- Resists +24% lightning +12% fire +12% light +9% temporal Rings make your fingers look great! |
copper ametrine ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Spell.pwr +6 (+2 eff.) Dmg.mod +2% all Rings make your fingers look great! |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +23.00 Disarm- +22% Pinning- +23% Knockbk- +23% ---------- misc Max.enc +20 Rings make your fingers look great! |
Cinderdream0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% arcane +10% blight Acc +8 (+4 eff.) Melee Ret 4 fire ----- def ----- Resists +12% arcane +10% blight Rings make your fingers look great! |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
mule's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -5% Resists +20% cold ---------- misc Max.enc +22 Rings make your fingers look great! |
solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 10 physical Ranged+ 7 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 42 On Hit (Ranged): * 12% chance to reduce all saves and defense by 42 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 7.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Acc +9 (+5 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 10/10. Range 7 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Abyssstreak'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Con dps ---------- Phys.crit +2.0% Res.pen +15% physical +15% fire ----- def ----- Resists +2% physical HP.reg +3.00 Stun/Frz- +28% Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+5 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 10/10. Range 7 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
rogue's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+6 eff.) Max.HP +54.00 HP.reg +11.00 Heal.mod +10% Rings make your fingers look great! |
sneakthief's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Mov.spd +18% Acc +18 (+9 eff.) ----- def ----- Defense +9 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
Polumira the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +13% acid +15% cold Acc +20 (+10 eff.) ----- def ----- Defense +20 (+10 eff.) Resists +26% acid +30% cold Die.at -20.00 life HP.reg +4.00 Stun/Frz- +35% Rings make your fingers look great! |
woollen robe 'Arelaith' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Mind.pwr +20 (+4 eff.) Dmg.mod +21% nature ----- def ----- Resists +7% blight +18% nature +9% all Max.HP +48.00 HP.reg +1.50 Heal.mod +12% Poison- +20% Disease- +24% ---------- misc Max.psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Carrionsweeper the silk robe (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +19% acid +20% physical +9% darkness +6% nature +22% lightning Res.pen +10% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +28% acid +20% physical +3% darkness +33% lightning +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of nature (+13%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +20% nature ----- def ----- Resists +30% nature +20% mind +13% darkness +15% all Phys.save +14 (+7 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% Resists +8% light +7% darkness ---------- misc Max.enc +28 A belt that goes around your waist. |
pair of drakeskin leather boots 'Brodutomnir' (0 def, 13 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% acid Melee Ret 2 acid ----- def ----- Armour +13 Resists +24% acid HP.reg +9.00 Heal.mod +13% ---------- misc Stam/turn +0.60 Max.stam +27.00 Infravis +2 A pair of boots made of leather. |
pair of voratun boots 'Relgerin' (15 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +1 Cun +1 Con dps ---------- Res.pen +17% darkness +16% temporal Apr +3 ----- def ----- Armour +5 Defense +15 (+7 eff.) Fatigue -6% Resists +23% darkness +30% temporal Phys.save +11 (+6 eff.) Def/telep +27 Res/telep +16% Dur/telep +20% ---------- misc Max.enc +29 Stam/turn +0.70 Max.stam +40.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Satyrblur (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% nature Melee Ret 6 acid 4 nature On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +1 Fatigue +1% HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +14.00 Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Kidulach the Corpsemire (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +1 Wil +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +11% nature ----- def ----- Defense +2 (+1 eff.) Resists +28% nature Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
hardened leather cap 'Polussra' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +14 Wil ----- def ----- Armour +3 Fatigue +3% Resists +11% acid +15% temporal +11% cold +9% fire +11% lightning Spell.save +12 (+4 eff.) ---------- misc Mana/s.crit +2.00 A cap made of leather. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
723 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Velivena the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil ----- def ----- HP.reg +4.00 Heal.mod +15% Stun/Frz- +10% ---------- misc 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Radianceveil (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +8 Str +3 Cun +2 Con dps ---------- Dmg.mod +6% nature +12% light ----- def ----- Resists +11% nature Crit.chn- 10.00% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Duradan the iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Spell.crit +4% Spell.pwr +20 (+6 eff.) Res.pen +5% blight ----- def ----- Resists +3% acid ---------- misc Vim/s.crit +2.00 Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of stinging 'Sunzephyr' [power 560] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% light Melee Ret 4 acid 10 light ----- def ----- Resists +12% acid +9% light +15% darkness Sting an enemy dealing 661 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
yew wand of shielding 'Cyrirevena' [power 284] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Str +2 Dex +7 Cun dps ---------- Res.pen +10% arcane ----- def ----- Resists +5% arcane Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By OozeTime the Drem Adventurer level 14
7th Loss 122nd year of Ascendancy at 08:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By OozeTime the Drem Adventurer level 21
28th Steel 123rd year of Ascendancy at 00:36 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By OozeTime the Drem Adventurer level 22
12nd Stralite 123rd year of Ascendancy at 18:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By OozeTime the Drem Adventurer level 10
39th Profit 122nd year of Ascendancy at 20:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By OozeTime the Drem Adventurer level 20
1st Steel 123rd year of Ascendancy at 04:41 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By OozeTime the Drem Adventurer level 30
45th Stralite 123rd year of Ascendancy at 22:57 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By OozeTime the Drem Adventurer level 19
19th Iron 123rd year of Ascendancy at 10:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By OozeTime the Drem Adventurer level 26
34th Stralite 123rd year of Ascendancy at 10:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By OozeTime the Drem Adventurer level 9
21st Profit 122nd year of Ascendancy at 05:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By OozeTime the Drem Adventurer level 7
24th Voratun 122nd year of Ascendancy at 13:38 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By OozeTime the Drem Adventurer level 23
14th Stralite 123rd year of Ascendancy at 18:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By OozeTime the Drem Adventurer level 17
24th Shortage 122nd year of Ascendancy at 15:37 see stats
Log
You don't see how to get there...
Today is the 33rd Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Ran for 7 turns (stop reason: hostile spotted to the southeast (ziguranth patrol)).
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 34th Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Ran for 1 turns (stop reason: didn't move).
OozeTime uses Infusion: Regeneration.
OozeTime starts regenerating health quickly.
OozeTime stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
OozeTime uses Infusion: Regeneration.
OozeTime starts regenerating health quickly.
Saving done.
OozeTime stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
OozeTime uses Infusion: Regeneration.
OozeTime starts regenerating health quickly.
You don't see how to get there...
Bought: movement infusion of the sneak (speed 544%; cd 10) for 56.63 gold.




























































































































