












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. 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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 31 / 77% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 23 (base 15) |
Magic | 14 (base 10) |
Willpower | 93.942359278821 (base 60) |
Cunning | 73 (base 60) |
Resources
Life | 924/924 |
Equilibrium | 76 |
Healing Factor | 1.1099022211821 |
Regeneration | 17.577987874711 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Offense: Mainhand
Damage | 87 |
Accuracy | 60 |
Crit Chance | 26% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | 98 |
Accuracy | 60 |
Crit Chance | 23% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Nature | +36% |
Acid | +27% |
Light | +10% |
Darkness | +6% |
Cold | +44% |
Mind | +21% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +44% |
Fire | +5% |
Nature | +58% |
Defense: Base
Armour (hardiness) | 29 (78.304188961773%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 45 |
Mental Save | 50 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 49%( 70%) |
All | + 14%( 70%) |
Lightning | + 24%( 70%) |
Light | + 22%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 34%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Bleed Resistance | 67% |
Confusion Resistance | 70% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 97% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 231 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Acidic Skin |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xanolle the large brown snake. Escort: lost warrior (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 Prox 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You 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 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 |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Resists +3% fire +3% nature +3% cold Die.at -20.00 life Max.HP +60.00 Disease- +20% ---------- 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +8 Wil +1 Cun dps ---------- Crit.mult +10.00% Dmg.mod +6% nature Res.pen +5% fire ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +8% blight +20% fire +9% nature Poison- +13% Disease- +16% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +20 (+5 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +30% ---------- misc Light +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +11% lightning +6% cold Stun/Frz- +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature Power 8.5 - 9.4 Nature Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +48 Crit +7.5% Atk.spd 100% On Hit.r1 +4 lightning On Hit: * 10% chance to slow global speed by 68% * 11% chance to reduce armor by 12% While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +12 (+3 eff.) Melee+ 7 acid Dmg.mod +12% acid +6% mind Res.pen +9% acid ----- def ----- Resists +7% acid Phys.save +5 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) HP.reg +3.00 ---------- misc Equi/ret +1.40 Hate/m.crit +1.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +10% acid ----- def ----- Resists +6% temporal +6% mind +6% light Mind.save +6 (+2 eff.) Max.HP +47.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.5 - 14.9 Nature Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +64 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +16 (+4 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +6 (+3 eff.) Resists +3% light +12% cold Phys.save +6 (+3 eff.) Max.HP +20.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 527% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 653% 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. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +9% blight Melee Ret 6 blight ----- def ----- Resists +16% lightning Stun/Frz- +30% ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +3 Wil +5 Cun dps ---------- Mind.crit +1% Acc +6 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +21% mind +3% fire Acc +6 (+3 eff.) ----- def ----- Resists +3% mind +9% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 27.99 cold and 19.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +10 (+2 eff.) ----- def ----- Armour +8 Resists +9% nature +12% darkness Silence- +20% Stun/Frz- +20% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +5% darkness ----- def ----- Resists +6% acid +12% cold +12% blight Phys.save +6 (+3 eff.) Blind- +20% Cut- +10% Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+5 eff.) Dmg.mod +20% lightning ----- def ----- Defense +8 (+4 eff.) HP.reg +1.00 Heal.mod +15% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 62.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +14 light Against +21% Undead On Hit.r1 +12 blight On Crit.r2 +12 blight While equipped: dps ---------- Phys.pwr +25 (+10 eff.) Res.pen +25% physical Melee Ret 8 lightning Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 39.5 - 63.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Phasing +30% Melee+ +16 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Acc +10 (+5 eff.) ----- def ----- Defense +30 (+13 eff.) Phys.save +12 (+6 eff.) Die.at -40.00 life ---------- misc Light +2 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +23 (+11 eff.) Apr +14 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 light On Crit.r2 +8 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% light Melee Ret 10 arcane ----- def ----- Resists +9% darkness Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +10 Str +5 Mag +9 Wil dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +6% fire Res.pen +25% darkness ----- def ----- Resists +15% fire ---------- misc Infravis +3 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +31% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Disrupt Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Deals 115 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master/Psionic Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +13 (+6 eff.) Disarm- +40% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 34.5 - 44.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +5% lightning Res.pen +6% lightning Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +1 Mag +2 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Melee+ 6 lightning Dmg.mod +6% lightning Res.pen +7% lightning ----- def ----- Resists +4% 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. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 mind 5 darkness Dmg.mod +7% mind +9% darkness Res.pen +3% mind +6% darkness ----- def ----- Resists +4% mind +6% darkness Dmg.Resnn +8% Spell.save +9 (+3 eff.) Blind- +12% Cut- +20% Confus- +10% ---------- misc Psi/ret +0.60 Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness 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. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: * 10% chance to reduce damage dealt by 32% While equipped: Stats +9 Str +4 Dex +3 Mag +5 Wil +4 Cun +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +6 (+3 eff.) Res.pen +10% darkness Acc +6 (+3 eff.) On Hit (Ranged): * 20% chance to reduce damage dealt by 32% Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +8% fire +7% light +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% nature +11% blight Max.HP +28.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +8% Resists +9% acid +7% cold HP.reg +2.90 ---------- misc Stam/turn +1.50 Breathe water A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +7% physical +14% darkness Phys.save +11 (+6 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +6% arcane +6% temporal Res.pen +20% physical Acc +10 (+5 eff.) Apr +5 ----- def ----- Armour +9 Fatigue +22% Resists +15% lightning +9% temporal A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Mag +6 Con dps ---------- Dmg.mod +6% acid Res.pen +25% lightning ----- def ----- Max.HP +42.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Melee Ret 4 mind ----- def ----- Armour +12 Defense +19 (+9 eff.) Resists +14% blight +6% cold +14% nature Phys.save +32 (+15 eff.) Spell.save +30 (+10 eff.) Mind.save +35 (+11 eff.) HP.reg +2.00 Heal.mod +12% ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +15.00% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +9% nature +20% cold Crit.chn- 10.00% Mind.save +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% nature Acc +20 (+10 eff.) ----- def ----- Armour +2 Die.at -20.00 life ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +6 Mag +3 Wil +8 Cun +2 Con dps ---------- Spell.pwr +8 (+4 eff.) Res.pen +10% fire ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Dmg.mod +3% acid Res.pen +20% nature Melee Ret 10 nature 4 cold On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Armour +3 Stealth +11 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +3% physical Acc +25 (+12 eff.) Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Phys.save +17 (+9 eff.) Mind.save +13 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+7 eff.) Mind.save +17 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% blight Res.pen +10% blight +20% mind +10% acid Acc +8 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +2 Resists +20% blight Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +28% 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. |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +3% Mind.pwr +9 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.19 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +9 Dex +2 Wil +4 Con dps ---------- Dmg.mod +6% lightning Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Mind.save +7 (+3 eff.) ---------- misc Light +1 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% lightning Res.pen +5% nature Melee Ret 6 nature ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +1 Con dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +3 Fatigue +5% Resists +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Res.pen +5% mind +5% physical Acc +15 (+7 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +5% Resists +10% light +11% darkness Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +12% blight Melee Ret 10 blight ----- def ----- Armour +4 Fatigue +4% Phys.save +16 (+8 eff.) ---------- misc Mana/turn +0.12 Max.mana +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(146 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +7% all Apr +6 ----- def ----- Max.HP +45.00 ---------- misc Light +4 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag +4 Con ----- def ----- Fatigue -5% Resists +9% fire Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Mag dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +9% arcane Res.pen +5% blight Apr +6 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Mind.crit +4% Mind.pwr +5 (+1 eff.) Res.pen +10% cold On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +6% cold Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +4.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Puts all charms on 15 cooldown 100% to heal for 58. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Pennybadlifechoices the Cornac Oozemancer level 18
34th Dusk 122nd year of Ascendancy at 06:42 see stats
By Pennybadlifechoices the Cornac Oozemancer level 21
26th Haze 122nd year of Ascendancy at 04:32 see stats
By Pennybadlifechoices the Cornac Oozemancer level 21
21st Haze 122nd year of Ascendancy at 11:06 see stats
By Pennybadlifechoices the Cornac Oozemancer level 23
40th Haze 122nd year of Ascendancy at 11:41 see stats
By Pennybadlifechoices the Cornac Oozemancer level 25
55th Haze 122nd year of Ascendancy at 22:52 see stats
By Pennybadlifechoices the Cornac Oozemancer level 22
28th Haze 122nd year of Ascendancy at 18:54 see stats
By Pennybadlifechoices the Cornac Oozemancer level 10
4th Dusk 122nd year of Ascendancy at 12:05 see stats
By Pennybadlifechoices the Cornac Oozemancer level 20
3rd Haze 122nd year of Ascendancy at 17:53 see stats
By Pennybadlifechoices the Cornac Oozemancer level 30
11st Regrowth 123rd year of Ascendancy at 01:06 see stats
By Pennybadlifechoices the Cornac Oozemancer level 30
11st Regrowth 123rd year of Ascendancy at 20:09 see stats
By Pennybadlifechoices the Cornac Oozemancer level 8
78th Pyre 122nd year of Ascendancy at 07:39 see stats
By Pennybadlifechoices the Cornac Oozemancer level 23
29th Haze 122nd year of Ascendancy at 15:59 see stats
By Pennybadlifechoices the Cornac Oozemancer level 16
24th Dusk 122nd year of Ascendancy at 19:50 see stats
Log
Rested for 6 turns (stop reason: all resources and life at maximum).
Talent Mucus is ready to use.
Talent Call of the Ooze is ready to use.
Pennybadlifechoices picks up ( .): Frigidbore the steel torque of gale force [power 190] (15 cooldown).
Your summoned bloated ooze disappears.
Resting starts...
Talent Hallucinogenic Moss is ready to use.
Talent Infusion: Primal is ready to use.
Talent Eyal's Wrath is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
Ran for 8 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 28 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
The dragons here are asleep. You may try to steal their treasure... at your own risk.
Ran for 2 turns (stop reason: interesting terrain).
There is a next level here (press '' or right click to use).
Ran for 7 turns (stop reason: interesting terrain).