












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Ignore Race/Class Locks 1.7.0Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!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 UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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 | Normal Adventure |
| Sex | Female |
| Race | Krog |
| Class | Oozemancer |
| Level / Exp | 38 / 77% |
| Size | big |
| Lifes / Deaths | Killed by Chronolith Clone at level 18 on the 36th Haze 122nd year of Ascendancy at 19:09 2 / 5Killed by Urkis, the High Tempest at level 20 on the 10th Regrowth 123rd year of Ascendancy at 07:43 Killed by Polirin the awoken tentacle tree at level 23 on the 43rd Regrowth 123rd year of Ascendancy at 14:54 Killed by Blood Master at level 24 on the 71st Regrowth 123rd year of Ascendancy at 04:32 Killed by Voryta the skeleton warrior at level 31 on the 26th Dusk 123rd year of Ascendancy at 16:15 |
| Antimagic | Follower |
Primary Stats
| Strength | 35 (base 30) |
| Dexterity | 23 (base 10) |
| Constitution | 63 (base 26) |
| Magic | 11 (base 10) |
| Willpower | 121.78747441672 (base 60) |
| Cunning | 93 (base 54) |
Resources
| Life | 1321/1321 |
| Equilibrium | 76 |
| Healing Factor | 1.8646192134511 |
| Regeneration | 35.539814209266 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 43.601735099766 |
| See Invisible | 55.601735099766 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 65 |
| Crit Chance | 32% |
| APR | 51 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 107 |
| Accuracy | 65 |
| Crit Chance | 38% |
| APR | 72 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 95 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +9% |
| Temporal | +9% |
| Nature | +60% |
| Darkness | +10% |
| Mind | +25% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Arcane | +25% |
| Nature | +70% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38 (60%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 6 |
| Physical Save | 58 |
| Spell Save | 84 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 56%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 46%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Confusion Resistance | 10% |
| Poison Resistance | 60% |
| Blind Resistance | 60% |
| Disarm Resistance | 31% |
| Bleed Resistance | 60% |
| Pinning Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 590 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| 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 284 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 940% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Slime | 1.60 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.60 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell) | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +8. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost wyrmic to the recall portal on level 3 of Trollmire. Escort: lost wyrmic (level 3 of Trollmire)As a reward you improved Willpower by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 7 of Dreadfell. Escort: lost wyrmic (level 7 of Dreadfell)As a reward you improved talent Acidic Spray (+2 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +8. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved spell save by +20. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 526. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of dwarven-steel boots 'Starhue' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Mag +6 Wil +4 Cun dps ---------- S.pwr/crit +10 Dmg.mod +9% light +9% temporal Res.pen +25% arcane ----- def ----- Armour +4 Fatigue +3% Resists +6% light Phys.save +9 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dreamer's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +8 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emerita (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature While equipped: Stats +2 Str +1 Dex +3 Cun +5 Con dps ---------- Apr +3 ----- def ----- Armour +3 Fatigue +3% Resists +10% acid +7% temporal +7% cold +7% fire +16% lightning Phys.save +3 (+1 eff.) A cap made of leather. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 195.00 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Xudann0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Phys.save +8 (+2 eff.) Spell.save +21 (+4 eff.) Mind.save +8 (+2 eff.) Max.HP +50.00 HP.reg +8.00 Heal.mod +12% ---------- misc Max.stam +16.00 Rings make your fingers look great! |
| On fingers | Goridorak0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex +1 Mag +1 Wil +9 Cun +4 Con dps ---------- Acc +10 (+5 eff.) ----- def ----- Spell.save +14 (+3 eff.) Max.HP +42.00 Disarm- +31% Pinning- +32% Knockbk- +35% ---------- misc Equi/ret +0.08 Max.stam +22.00 Max.psi +40.00 See.Invis +12 Rings make your fingers look great! |
| Around neck | savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +16 (+4 eff.) Amulets make your neck look great! |
| In main hand | Amethyst of Sanctuary (111% power, 38 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 80% Wil, 48% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +38 Crit +6.0% Atk.spd 100% While equipped: Stats +13 Wil dps ---------- Mind.crit +7% Mind.pwr +22 (+5 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | living mindstar 'Bealathadil' (113% power, 59 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 113% Range: 1.1x Uses 80% Wil, 48% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +59 Crit +12.0% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Con dps ---------- Mind.crit +5% Mind.pwr +16 (+4 eff.) Melee+ 12 mind 14 darkness Dmg.mod +10% mind +10% darkness Acc +15 (+8 eff.) Apr +3 ----- def ----- Armour +8 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | enveloping elven-silk cloak of fog (16 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +16 (+5 eff.) Resists +17% light +20% fire Phys.save +13 (+3 eff.) Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)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 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+2 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
Primal Infusion (affinity 22%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
shatter afflictions rune of the warrior (absorb 93; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.8 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 490 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Strikequake0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +6% temporal +22% fire +3% darkness +6% nature Rings make your fingers look great! |
copper ring of fire (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 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 21.89 cold and 21.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
savior's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +6 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
pixie's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +11 (+1 eff.) Acc +11 (+6 eff.) Apr +14 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 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 128% 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! |
blighted elven-wood magestaff of might (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +22 (+2 eff.) Dmg.mod +25% lightning ---------- misc Vim/s.crit +4.00 Max.vim +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
stralite battleaxe 'Shiverbane' (152% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.crit +13.0% Crit.mult +42.00% Phys.pwr +16 (+4 eff.) Dmg.mod +15% mind Res.pen +10% cold +14% physical Acc +13 (+7 eff.) Apr +14 Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 48 ----- def ----- Defense +13 (+4 eff.) Resists +15% cold Disarm- +90% Massive two-handed battleaxes. |
Spellcrusher (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+3 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
balanced stralite greatmaul of enduring (166% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature/Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +13 Con +10 Wil dps ---------- Acc +16 (+8 eff.) ----- def ----- Defense +7 (+2 eff.) Max.HP +14.00 Disarm- +35% Massive two-handed mauls. |
chilling steel greatsword of crippling (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
thought-forged stralite greatsword of amnesia (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 mind On Hit: * 27% chance to reduce all saves and defense by 48 * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +6 Cun +5 Wil Massive two-handed swords. |
chilling orichalcum trident of ruin (167% power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 168% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +21 cold While equipped: dps ---------- Phys.crit +13.0% Crit.mult +19.00% Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's dwarven-steel longsword (120% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +19% Sharp, long, and deadly. |
elemental stralite longsword of ruin (145% power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Arcane/Master Power 146% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Phys.crit +11.0% Crit.mult +19.00% Dmg.mod +13% cold Res.pen +5% cold Apr +9 Sharp, long, and deadly. |
quick stralite longsword of rage (142% power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Master Power 143% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +5 Dex dps ---------- Phys.spd +10% Dmg.mod +9% physical Acc +28 (+12 eff.) Sharp, long, and deadly. |
truestriking stralite longsword of shearing (139% power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical +5% all Acc +24 (+11 eff.) Apr +20 Sharp, long, and deadly. |
elemental voratun mace of shearing (158% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Arcane/Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +11% cold Res.pen +11% all +8% cold Acc +19 (+9 eff.) Apr +8 Blunt and deadly. |
balanced stralite waraxe of erosion (136% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +23% One-handed war axes. |
truestriking stralite waraxe of corruption (135% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Arcane/Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Impotence 4 While equipped: dps ---------- Res.pen +7% physical Acc +14 (+7 eff.) Apr +9 One-handed war axes. |
plaguebringer's voratun waraxe of ruin (151% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane/Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 8 While equipped: dps ---------- Phys.crit +5.0% Crit.mult +28.00% Apr +9 ----- def ----- Disease- +20% One-handed war axes. |
voratun waraxe 'Ichorwasp' (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 cold On Hit.r1 +12 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +15% nature On Hit (Melee): * 20% chance to slow global speed by 78% One-handed war axes. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
stralite dagger of evisceration (130% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Sharp, short and deadly. |
truestriking stralite dagger of massacre (148% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+5 eff.) Apr +11 Sharp, short and deadly. |
warbringer's stralite dagger of ruin (137% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 137% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +12 (+3 eff.) Res.pen +8% physical Apr +9 ----- def ----- Disarm- +22% Sharp, short and deadly. |
plaguebringer's voratun dagger of evisceration (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane/Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 8 On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+2 eff.) ----- def ----- Disease- +20% Sharp, short and deadly. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 68 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. This item has been sent to the Item's Vault. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Duatheldeath (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +16 arcane While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +3% darkness Res.pen +10% darkness ----- def ----- Resists +20% nature +15% darkness +5% arcane Phys.save +6 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.30 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. |
thorny mindstar 'Turitar' (91% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 mind +16 acid While equipped: Stats +2 Dex +5 Wil dps ---------- Mind.crit +3% Mind.pwr +26 (+5 eff.) ----- def ----- Crit.chn- 15.00% Phys.save +4 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc Equi/ret +1.30 Max.hate +2.00 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. |
Zubirin (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) Res.pen +10% blight ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +5% arcane +15% blight HP.reg +4.00 Blind- +20% Poison- +10% ---------- 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. |
creative pulsing mindstar of venom (108% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +8 (+2 eff.) Melee+ 9 acid Dmg.mod +4% acid Res.pen +10% acid ----- def ----- Resists +4% acid HP.reg +3.00 ---------- 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. |
elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Longbows are used to shoot arrows at your foes. |
elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +12.0% Acc +12 (+6 eff.) Longbows are used to shoot arrows at your foes. |
swiftstrike reinforced leather sling of true flight4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +9 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
mighty stralite steamgun of recursion4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's stralite steamgun of tinkering (+7)4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +25 lightning +34 cold Uses 2.0 Steam While equipped: Stats +7 Cun dps ---------- Steampwr +10 (+2 eff.) Mov.spd +20% Res.pen +13% lightning +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of stralite shots of paradox (15/23, 158% power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Power 159% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 23 Ranged+ +12 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
acidic iron shield of cold resistance (+16%) (0 def, 2 armour, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
living stralite shield (0 def, 8 armour, 131.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +16% nature +13% blight Max.HP +62.00 ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of the stars (0 def, 8 armour, 139 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +14% light +14% darkness ----- def ----- Armour +8 Fatigue +8% Resists +14% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+3 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
duelist's reinforced leather armour of acid resistance (18 def, 12 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Cun +7 Dex ----- def ----- Armour +12 Defense +18 (+6 eff.) Fatigue +8% Resists +27% acid A suit of armour made of leather. |
reinforced leather armour of command (18 def, 14 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +14 Defense +18 (+6 eff.) Fatigue +8% Mind.save +16 (+4 eff.) A suit of armour made of leather. |
duelist's drakeskin leather armour of temporal resistance (23 def, 14 armour)9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex ----- def ----- Armour +14 Defense +23 (+7 eff.) Fatigue +8% Resists +21% temporal A suit of armour made of leather. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +7 Cun +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +14 (+3 eff.) A suit of armour made of mail. |
enlightening stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +8% acid +7% cold Mind.save +11 (+3 eff.) ---------- misc Breathe water A suit of armour made of mail. |
stralite mail armour of natural resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +12% nature +15% blight D.Red.from +9% Unnatural A suit of armour made of mail. |
fortifying voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +89.00 HP.reg +6.00 Heal.mod +15% A suit of armour made of mail. |
searing voratun mail armour of implacability (5 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 15 acid 15 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +6% Resists +17% acid +22% fire Phys.save +10 (+3 eff.) A suit of armour made of mail. |
radiant stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +9% acid +8% physical +26% darkness +11% blight +10% fire +9% lightning +11% cold Disarm- +25% Stun/Frz- +31% Knockbk- +28% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Normal] While equipped: ----- def ----- Armour +13 Fatigue +22% A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Voryvea' (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +7 (+2 eff.) Resists +5% arcane Phys.save +8 (+2 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of Iron Throne (3 def, 9 armour)2.0 T5 cloak armor [Ego] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 43 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. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun 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. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
The Warped Boots (2 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+2 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 9 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 122.76 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 109.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +7 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 69.01 to 207.04 lightning damage (138.03 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 34.38 mind and 30.25 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 29% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 29. Terrified: Deals 8.75 mind and 7.70 darkness damage per turn and increases cooldowns by 44%. Haunted: Causes the target to suffer 13.48 mind and 11.87 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Helm of the Dwarven Emperors (0 def, 6 armour)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. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 34 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
prismatic voratun helm of constitution (+6) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Armour +5 Fatigue +5% Resists +12% light +15% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Arthodig the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Mag +4 Wil +3 Cun ----- def ----- Resists +11% darkness +5% arcane Affinity +15% darkness Spell.save +12 (+2 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 60 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 390.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
piercing stralite torque of clear mind [power 3] (22 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of psionic shield [power 159] (26 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 159 for 5 turns Puts all charms on 26 cooldown Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of gale force [power 375] (13 cooldown)2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 375 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Serpentwitch [power 110] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% temporal +6% light +5% arcane Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By oozey the Krog Oozemancer level 33
70th Regrowth 124th year of Ascendancy at 22:03 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By oozey the Krog Oozemancer level 24
46th Regrowth 123rd year of Ascendancy at 17:07 see stats
Against all odds
Killed Ukruk in the ambush.By oozey the Krog Oozemancer level 30
10th Flare 123rd year of Ascendancy at 17:05 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By oozey the Krog Oozemancer level 16
11st Haze 122nd year of Ascendancy at 08:04 see stats
Arachnophobia
Destroyed the spydric menace.By oozey the Krog Oozemancer level 36
26th Pyre 124th year of Ascendancy at 18:59 see stats
Brave new world
Went to the Far East and took part in the war.By oozey the Krog Oozemancer level 35
23rd Pyre 124th year of Ascendancy at 09:44 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By oozey the Krog Oozemancer level 16
15th Haze 122nd year of Ascendancy at 18:10 see stats
Destroyer's bane
Killed Golbug the Destroyer.By oozey the Krog Oozemancer level 34
20th Pyre 124th year of Ascendancy at 04:17 see stats
Dragon's Greed
Amassed 8000 gold pieces.By oozey the Krog Oozemancer level 34
20th Pyre 124th year of Ascendancy at 01:35 see stats
Exterminator
Killed 1000 creatures.By oozey the Krog Oozemancer level 17
35th Haze 122nd year of Ascendancy at 10:49 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By oozey the Krog Oozemancer level 21
18th Regrowth 123rd year of Ascendancy at 00:51 see stats
Fear me not!
Survived the Fearscape!By oozey the Krog Oozemancer level 33
28th Regrowth 124th year of Ascendancy at 14:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By oozey the Krog Oozemancer level 24
46th Regrowth 123rd year of Ascendancy at 14:49 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By oozey the Krog Oozemancer level 31
15th Dusk 123rd year of Ascendancy at 15:38 see stats
Level 10
Got a character to level 10.By oozey the Krog Oozemancer level 10
1st Flare 122nd year of Ascendancy at 20:09 see stats
Level 20
Got a character to level 20.By oozey the Krog Oozemancer level 20
44th Haze 122nd year of Ascendancy at 09:54 see stats
Level 30
Got a character to level 30.By oozey the Krog Oozemancer level 30
10th Flare 123rd year of Ascendancy at 05:13 see stats
Poisonous
Sided with the assassin lord.By oozey the Krog Oozemancer level 24
41st Pyre 123rd year of Ascendancy at 02:51 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By oozey the Krog Oozemancer level 32
45th Haze 123rd year of Ascendancy at 08:06 see stats
Size matters
Did over 600 damage in one attack.By oozey the Krog Oozemancer level 34
19th Pyre 124th year of Ascendancy at 10:44 see stats
Sliders
Activated a portal using the Orb of Many Ways.By oozey the Krog Oozemancer level 35
20th Pyre 124th year of Ascendancy at 08:42 see stats
The Arena
Unlocked Arena mode.By oozey the Krog Oozemancer level 13
51st Dusk 122nd year of Ascendancy at 06:07 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By oozey the Krog Oozemancer level 24
46th Regrowth 123rd year of Ascendancy at 17:07 see stats
The Rat Lich
Killed the terrible Rat Lich.By oozey the Krog Oozemancer level 24
26th Pyre 123rd year of Ascendancy at 06:55 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By oozey the Krog Oozemancer level 24
71st Regrowth 123rd year of Ascendancy at 05:44 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By oozey the Krog Oozemancer level 24
70th Regrowth 123rd year of Ascendancy at 10:27 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By oozey the Krog Oozemancer level 25
4th Mirth 123rd year of Ascendancy at 07:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By oozey the Krog Oozemancer level 16
30th Haze 122nd year of Ascendancy at 21:31 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By oozey the Krog Oozemancer level 29
9th Flare 123rd year of Ascendancy at 22:05 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 2.25 gold pieces.
Ran for 2 turns (stop reason: taken damage).
Daelach's firestorm hits oozey for (30 antimagic), 0 fire (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: taken damage).
Daelach's firestorm hits oozey for (30 antimagic), 0 fire (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Oozey is no longer attuned.
There is a next level here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
Oozey wears (replacing Vargh Redemption): Goridorak.
oozey gains 0% of a turn from Ancestral Life.































































































































































