Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Allow Respec Anywhere 1.2.3Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 24 / 98% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 14 (base 10) |
Magic | 11 (base 10) |
Willpower | 72 (base 54) |
Cunning | 65 (base 50) |
Resources
Life | 560/560 |
Equilibrium | 43 |
Healing Factor | 1.2372895330003 |
Regeneration | 4.8872936553512 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 40.606190251377 |
See Invisible | 40.606190251377 |
Offense: Mainhand
Damage | 50 |
Accuracy | 42 |
Crit Chance | 20% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 42 |
Crit Chance | 22% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Fire | +19% |
Nature | +31% |
Physical | +13% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Mind | +20% |
Physical | +10% |
Fire | +10% |
Nature | +39% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 40 |
Mental Save | 48 |
Defense: Resistances
Fire | + 9%( 70%) |
Acid | + 23%( 70%) |
Nature | + 70%( 70%) |
Darkness | + 12%( 70%) |
Cold | 0%( 70%) |
Physical | + 20%( 70%) |
Mind | + 19%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 52% |
Confusion Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Poison Resistance | 72% |
Blind Resistance | 52% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 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 595% 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 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.50 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
Quests
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 Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 warg claw. * You've found the needed orc heart. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 52% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | brass lantern of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Durydrastir the Nightwish (0 def, 1 armour) Durydrastir the Nightwish (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mind Crit +1% Mindpower +14 (+4 eff.) Damage +3% darkness Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% other ------- Psi when Hit +0.04 Max psi +20.00 A cap made of leather. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | Darkviper the iron pickaxe (dig speed 38 turns) Darkviper the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Mag +1 Cun offense ------ Damage +6% nature defense ------ Resistance +11% nature +3% darkness other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | gold ring of nature (+24%) gold ring of nature (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +24% nature Rings make your fingers look great! |
Around neck | Glerasemina Glerasemina0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +5.00% defense ------ Resistance +11% mind +3% nature Unlife -80.00 life Confus Resist +22% Pinning Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
In main hand | thorny mindstar of life (10-11 power, 30 apr, mind damage) thorny mindstar of life (10-11 power, 30 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 10.0 - 11.0 Mind Uses 72% Wil, 43% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +30 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +9 (+2 eff.) defense ------ Life +10.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Eye of Summer (8-9 power, 22 apr, fire damage) Eye of Summer (8-9 power, 22 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 72% Wil, 43% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +22 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +12 (+3 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Cloak | Arigata the Singebliss (1 def, 0 armour) Arigata the Singebliss (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Mindpower +10 (+3 eff.) Damage +9% fire defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) other ------- EQ when Hit +0.12 Max psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+8 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 54.84 to 68.55 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the sneak (heal 178; cd 15) healing infusion of the sneak (heal 178; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 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. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 595%; cd 14) movement infusion of the sneak (speed 595%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% 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 warrior (speed 536%; cd 12) movement infusion of the warrior (speed 536%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 536% 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 Strength 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 31%; mental; dur 2; cd 15) wild infusion of the psychic (res 31%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 2 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. Press to compare to your current inscriptions |
wild infusion of the sneak (res 29%; magical; dur 2; cd 12) wild infusion of the sneak (res 29%; magical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+10 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of mastery (0.11 Wild-gift / Mindstar mastery) cleansing copper amulet of mastery (0.11 Wild-gift / Mindstar mastery)0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +10% nature +10% blight Poison Resist +20% Disease Resist +22% other ------- Masteries +0.11 Wild-gift/Mindstar mastery Amulets make your neck look great! |
mindweaver's steel amulet of perfection (0.10 Wild-gift / Oozing blades,0.10 Wild-gift / Fungus) mindweaver's steel amulet of perfection (0.10 Wild-gift / Oozing blades,0.10 Wild-gift / Fungus)0.1 Encumbrance T2 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Mind save +7 (+3 eff.) Confus Resist +15% other ------- Masteries +0.10 Wild-gift/Oozing blades +0.10 Wild-gift/Fungus Amulets make your neck look great! |
starlit copper amulet of willpower (+2) starlit copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% light +12% darkness Blind Resist +23% Amulets make your neck look great! |
mule's steel ring of lightning (+22%) mule's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Fatigue -5% Resistance +22% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's steel ring of pilfering psionicist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil offense ------ Accuracy +7 (+7 eff.) Ignore Armor +9 defense ------ Defense +8 (+6 eff.) Mind save +6 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
rogue's steel ring of perseverance rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+4 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
solipsist's steel ring of pilfering solipsist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) Accuracy +8 (+8 eff.) Ignore Armor +8 defense ------ Defense +7 (+6 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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 ring 'Gevea' steel ring 'Gevea'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: defense ------ Defense +20 (+12 eff.) Resistance +3% blight +1% physical +12% nature Mind save +9 (+3 eff.) Unlife -40.00 life Confus Resist +24% Pinning Resist +20% Rings make your fingers look great! |
Dairisus (2-3 power, 12 apr, mind damage) Dairisus (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +8 acid On Hit: * 20% chance to reduce armor by 16% While equipped: Stats +3 Dex +6 Cun +2 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Healmod +14% Heal-on-summon +17 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (4-5 power, 18 apr, nature damage) vined mindstar of balance (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Physical save +4 (+1 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.60 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. |
Aerodundil the rough leather belt Aerodundil the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Str +1 Dex +1 Wil offense ------ Mindpower +3 (+1 eff.) Damage +3% acid defense ------ Resistance +6% mind Physical save +6 (+2 eff.) other ------- Light +3 A belt that goes around your waist. |
linen cloak 'Heatblood' (1 def, 0 armour) linen cloak 'Heatblood' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Defense +1 (+1 eff.) Resistance +3% blight +9% temporal +9% cold +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brodogund the linen robe (0 def, 0 armour) Brodogund the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +15% acid +7% all Spell save +9 (+3 eff.) Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +9% all Life +53.00 Life Regen +1.50 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beyfang the Brightblack (0 def, 4 armour) Beyfang the Brightblack (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Damage +12% cold +3% fire When Hit 4 lightning 8 fire defense ------ Armor +4 Fatigue +3% Resistance +6% lightning +9% fire Physical save +6 (+2 eff.) Spell save +11 (+4 eff.) Mind save +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chargethorn the pair of hardened leather boots (0 def, 3 armour) Chargethorn the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex offense ------ Ignore resists +10% lightning defense ------ Armor +3 Resistance +5% arcane +12% acid Stealth +8 Blind Resist +20% Cut Resist +10% A pair of boots made of leather. |
Belobers (0 def, 9 armour) Belobers (0 def, 9 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Disrupt While equipped: offense ------ When Hit: * 16 arcane resource burn defense ------ Armor +9 Fatigue +1% Resistance +12% acid +3% mind Physical save +6 (+2 eff.) Spell save +10 (+3 eff.) Unlife -60.00 life Silence Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+10 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeryvor (0 def, 1 armour) Aeryvor (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +4 Dex +3 Cun +3 Con offense ------ Spell Crit +3% Ignore Armor +5 defense ------ Armor +1 Fatigue +1% other ------- Max vim +10.00 See Invisibility +6 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
stabilizing linen wizard hat of knowledge (1 def, 0 armour) stabilizing linen wizard hat of knowledge (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +6 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Defense +1 (+1 eff.) Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather armour of the deep (9 def, 9 armour) hardened leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +9 (+7 eff.) Fatigue +8% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+5 eff.) Fatigue +7% Life +32.00 Life Regen +4.00 Healmod +12% A suit of armour made of leather. |
8 agate 8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron torque of mindblast 'Totar' [power 105] (13 cooldown) iron torque of mindblast 'Totar' [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Con offense ------ Mind Crit +2% Ignore resists +20% mind defense ------ Mind save +6 (+2 eff.) other ------- Infravision +1 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (13 cooldown) elm totem of stinging [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 152 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of summon tentacle [power 165] (21 cooldown) piercing ash totem of summon tentacle [power 165] (21 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 165 Armor: 2 All Resist: 8 Puts all charms on 21 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Drnt the Dwarf Oozemancer level 24
11st Iron 123rd year of Ascendancy at 15:25 see stats
By Drnt the Dwarf Oozemancer level 23
3rd Iron 123rd year of Ascendancy at 19:18 see stats
By Drnt the Dwarf Oozemancer level 19
8th Dearth 122nd year of Ascendancy at 15:45 see stats
By Drnt the Dwarf Oozemancer level 10
2nd Profit 122nd year of Ascendancy at 13:42 see stats
By Drnt the Dwarf Oozemancer level 20
9th Dearth 122nd year of Ascendancy at 00:15 see stats
By Drnt the Dwarf Oozemancer level 18
27th Wealth 122nd year of Ascendancy at 20:37 see stats
By Drnt the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 15:50 see stats
By Drnt the Dwarf Oozemancer level 17
2nd Wealth 122nd year of Ascendancy at 09:58 see stats
By Drnt the Dwarf Oozemancer level 11
4th Profit 122nd year of Ascendancy at 23:41 see stats
By Drnt the Dwarf Oozemancer level 18
5th Wealth 122nd year of Ascendancy at 23:30 see stats
Log
Your summoned bloated ooze disappears.
Your summoned bloated ooze disappears.
Your summoned Drnt's mucus ooze disappears.
Your summoned Drnt's mucus ooze disappears.
Your summoned Drnt's mucus ooze disappears.
Talent Infusion: Healing is ready to use.
Talent Mucus is ready to use.
Talent Meditation is ready to use.
Talent Leaves Tide is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
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You pickup 0.95 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.60 gold pieces.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 51 turns (stop reason: at exit).
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Ran for 2 turns (stop reason: interesting terrain).
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Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
Splash screen unlocked: Protector Myssil