Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Oozemancer |
Level / Exp | 24 / 73% |
Size | small |
Lifes / Deaths | Killed by Zubyta the sandworm at level 24 on the 67th Haze 122nd year of Ascendancy at 05:48 / 2Killed by Xanith the blue jelly at level 24 on the 68th Haze 122nd year of Ascendancy at 00:49 |
Antimagic | Follower |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 66 (base 53) |
Cunning | 61 (base 45) |
Resources
Life | -264/335 |
Equilibrium | 81 |
Healing Factor | 1.1660311219418 |
Regeneration | 1.4575389024272 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.634129341246 |
See Invisible | 36.634129341246 |
Offense: Mainhand
Damage | 41 |
Accuracy | 50 |
Crit Chance | 20% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 50 |
Crit Chance | 22% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Nature | +24% |
Cold | +6% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Lightning | +10% |
Light | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 23 |
Mental Save | 39 |
Defense: Resistances
Acid | + 2%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 18%( 70%) |
Light | + 18%( 70%) |
Physical | + 4%( 70%) |
Fire | + 16%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Silence Resistance | 44% |
Confusion Resistance | 81% |
Stun Resistance | 23% |
Pinning Resistance | 70% |
Poison Resistance | 100% |
Knockback Resistance | 62% |
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 162 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 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 178 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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. | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Porydavena the Scabsever (0 def, 1 armour) Porydavena the Scabsever (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +3% nature Ignore resists +5% light +5% nature defense ------ Armor +1 Resistance +3% nature +9% light other ------- Light +2 Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Shockrigor Shockrigor2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mindpower +20 (+6 eff.) Damage +3% cold Ignore resists +10% lightning +5% mind When Hit 6 mind 2 lightning defense ------ Physical save +7 (+6 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Hazeworm the linen wizard hat (1 def, 0 armour) Hazeworm the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +7 Cun +2 Wil offense ------ Damage +11% nature +3% cold defense ------ Defense +1 (+1 eff.) Resistance +16% nature other ------- Max psi +10.00 A pointy cloth hat, very wizardly... |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 71.10 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. |
Tool | elm totem of stinging [power 110] (13 cooldown) elm totem of stinging [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 136 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring of perseverance copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | Glimmerstriker Glimmerstriker0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Accuracy +30 (+14 eff.) defense ------ Resistance +3% blight +6% light Life +22.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +22% other ------- Stamina/turn +1.00 Rings make your fingers look great! |
Around neck | mindweaver's steel amulet mindweaver's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +12% Amulets make your neck look great! |
In main hand | wyrm's living mindstar (16-18 power, 40 apr, nature damage) wyrm's living mindstar (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 3 lightning 2 physical 3 fire 6 acid 3 cold defense ------ Resistance +3% lightning +4% physical +3% cold +6% fire +2% acid other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 100.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | Glimmerhunt the linen cloak (1 def, 0 armour) Glimmerhunt the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% light defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +3% light Unlife -60.00 life Life +32.00 Silence Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+9 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 22 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 61.24 to 183.72 lightning damage (122.48 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
regeneration infusion (heal 60; 14 cd) regeneration infusion (heal 60; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 351; 14 cd) regeneration infusion of the psychic (heal 351; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 294; 14 cd) regeneration infusion of the sneak (heal 294; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. 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. |
restful steel amulet of willpower (+3) restful steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
steel amulet 'Coalveil' steel amulet 'Coalveil'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +6 Con offense ------ Damage +6% darkness On-Hit (Melee): * 20% chance to slow global speed by 62% * 20% chance to reduce damage dealt by 27% defense ------ Resistance +9% acid +12% blight Amulets make your neck look great! |
savior's copper ring of corrosion (+20%) savior's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +6 (+5 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
dwarven-steel dagger (22-28 power, 7 apr) dwarven-steel dagger (22-28 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Normal] Weapon Damage 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
dwarven-steel greatmaul of persecution (41-62 power, 2 apr) dwarven-steel greatmaul of persecution (41-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Damage Against +10% Unnatural While equipped: Stats +5 Wil Massive two-handed mauls. |
Lelarath the steel longsword (18-24 power, 3 apr) Lelarath the steel longsword (18-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +7% Living While equipped: Stats +1 Wil offense ------ Mind Crit +6% Damage +18% mind defense ------ Resistance +2% physical Blind Resist +20% Sharp, long, and deadly. |
balanced dwarven-steel longsword of amnesia (25-35 power, 4 apr) balanced dwarven-steel longsword of amnesia (25-35 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master/Psionic Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +8 (+5 eff.) Disarm Resist +25% Sharp, long, and deadly. |
Isyriath (26-36 power, 4 apr) Isyriath (26-36 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Psionic Weapon Damage 25.5 - 35.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +17 mind On Hit: * 18% chance to reduce all saves and defense by 34 While equipped: Stats +11 Str +3 Wil +3 Cun +5 Con defense ------ Crit Resistance 10.00% other ------- Light +3 Blunt and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage) Eye of Winter (8-9 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
gifted mossy mindstar of life (2-3 power, 12 apr, nature damage) gifted mossy mindstar of life (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +4 (+1 eff.) defense ------ Life +10.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of life (6-6 power, 18 apr, mind damage) nature's vined mindstar of life (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +3% nature defense ------ Resistance +3% blight Life +17.00 Life Regen +0.50 Disease Resist +14% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling of cold hardened leather sling of cold4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 cold While equipped: offense ------ Damage +11% cold Slings are used to hurl stones or metal shots at your foes. |
runic hardened leather sling of enduring runic hardened leather sling of enduring4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On Hit: 10% Arcane Vortex level 3 While equipped: Stats +3 Mag +9 Wil +7 Con offense ------ Spellpower +7 (+7 eff.) Damage +7% arcane defense ------ Life +50.00 Slings are used to hurl stones or metal shots at your foes. |
Emuvena the dragonbone vilestaff (30-36 power, 6 apr, fire element) Emuvena the dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +5% Critical power +29.00% Spellpower +31 (+20 eff.) On-Hit 35 arcane 27 fire Damage +3% acid +30% fire +12% arcane Ignore resists +15% arcane defense ------ Armor +6 Defense +7 (+4 eff.) Resistance +9% acid +5% arcane other ------- Max mana +110.00 See Invisibility +11 Wards +2 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew starstaff of wizardry (20-24 power, 4 apr, light element) earthen yew starstaff of wizardry (20-24 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +13 (+11 eff.) Damage +20% light defense ------ Armor +4 Hardiness +2% Physical save +4 (+4 eff.) other ------- Max mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of shearing (20-29 power, 4 apr) dwarven-steel waraxe of shearing (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +8% all Accuracy +10 (+5 eff.) Ignore Armor +7 One-handed war axes. |
rough leather belt 'Beterianor' rough leather belt 'Beterianor'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +5% arcane +9% lightning Physical save +7 (+6 eff.) Life +20.00 Knockbk Resist +20% A belt that goes around your waist. |
rough leather belt 'Cuthuthel' rough leather belt 'Cuthuthel'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% mind defense ------ Resistance +15% fire +5% cold Mind save +6 (+2 eff.) Poison Resist +10% A belt that goes around your waist. |
Burnpeal the linen robe (0 def, 0 armour) Burnpeal the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mindpower +5 (+2 eff.) Damage +10% cold When Hit 6 fire defense ------ Resistance +15% cold +9% fire +7% all Mind save +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of the mountain (+13%) (0 def, 0 armour) cashmere robe of the mountain (+13%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +13% physical defense ------ Resistance +11% all +13% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloreba the pair of rough leather boots (0 def, 1 armour) Gloreba the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con defense ------ Armor +1 Resistance +3% lightning +6% temporal Physical save +11 (+8 eff.) Mind save +20 (+7 eff.) Life +20.00 Pinning Resist +10% A pair of boots made of leather. |
stealthy pair of hardened leather boots of speed (0 def, 3 armour) stealthy pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: Stats +10 Lck +4 Dex offense ------ Move Speed +25% defense ------ Armor +3 Stealth +8 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+5 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
naturalist's rough leather gloves (0 def, 1 armour) naturalist's rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Resistance +5% nature 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. |
scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour) scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+5 eff.) When Hit: * 19 arcane resource burn defense ------ Armor +2 Spell save +9 (+4 eff.) 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. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +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: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 45.47 to 136.42 lightning damage (90.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Woequeller (0 def, 1 armour) Woequeller (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +18% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 27% defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +8% cold +6% light other ------- Breathe water A cap made of leather. |
hardened leather cap of trickery (0 def, 3 armour) hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +4 defense ------ Armor +3 Fatigue +3% A cap made of leather. |
insulating hardened leather cap of might (0 def, 3 armour) insulating hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +3 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% fire +5% cold A cap made of leather. |
rough leather cap of strength (+2) (0 def, 1 armour) rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Arekira the hardened leather armour (9 def, 19 armour) Arekira the hardened leather armour (9 def, 19 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire Damage +6% arcane Ignore resists +20% acid When Hit 8 acid defense ------ Armor +19 Defense +9 (+5 eff.) Fatigue +8% Resistance +17% acid +25% cold +19% fire +18% physical other ------- Breathe water A suit of armour made of leather. |
hardened leather armour of command (16 def, 11 armour) hardened leather armour of command (16 def, 11 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +11 Defense +16 (+9 eff.) Fatigue +8% Mind save +13 (+4 eff.) A suit of armour made of leather. |
acidic dwarven-steel shield (0 def, 6 armour, 83.5 block) acidic dwarven-steel shield (0 def, 6 armour, 83.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid When Hit 7 acid defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield of shrapnel (0 def, 6 armour, 74 block) swashbuckler's dwarven-steel shield of shrapnel (0 def, 6 armour, 74 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +3 Dex offense ------ Accuracy +8 (+4 eff.) On shield block: * Cause enemies within radius 6 to bleed for 114 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
sentry's quiver of yew arrows of annihilation (43/43, 41-57 power, 16 apr) sentry's quiver of yew arrows of annihilation (43/43, 41-57 power, 16 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego++] Arcane/Master Weapon Damage 41.0 - 57.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +5.0% Capacity 43 Auto Reload 1 Projectile Speed +200% Arrows are used with bows to pierce your foes to death. |
10 agate 10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
267 alchemist agate 267 alchemist agate0.0 Encumbrance 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Tulidir (dig speed 38 turns) Tulidir (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +7 Str offense ------ Ignore resists +5% physical Accuracy +10 (+5 eff.) defense ------ Armor +6 Defense +5 (+3 eff.) Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
Bethuvena the brass lantern Bethuvena the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Wil defense ------ Resistance +3% acid +2% physical +3% mind Blind Resist +10% Stun Resist +20% other ------- 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. |
Duventir the brass lantern Duventir the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Accuracy +5 (+3 eff.) defense ------ Resistance +3% fire Physical save +6 (+5 eff.) Life Regen +4.00 Healmod +11% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +1.00 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. |
Layima Layima2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Ignore Armor +5 defense ------ Crit Resistance 5.00% Life +43.00 other ------- Stamina/turn +3.00 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. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
piercing yew totem of thorny skin [power 40] (17 cooldown) piercing yew totem of thorny skin [power 40] (17 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 140] (16 cooldown) supercharged elm totem of healing [power 140] (16 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 16 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Maluruimas the yew wand of conjuration [power 235] (13 cooldown) Maluruimas the yew wand of conjuration [power 235] (13 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +1 Dex offense ------ Damage +6% mind defense ------ Resistance +5% arcane +12% temporal other ------- Hate-on-crit +2.00 Light +3 Fire a magical bolt dealing 235 acid damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 37% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jellykid the Yeek Oozemancer level 17
22nd Dusk 122nd year of Ascendancy at 05:18 see stats
By Jellykid the Yeek Oozemancer level 14
4th Dusk 122nd year of Ascendancy at 18:54 see stats
By Jellykid the Yeek Oozemancer level 24
67th Haze 122nd year of Ascendancy at 20:00 see stats
By Jellykid the Yeek Oozemancer level 10
10th Mirth 122nd year of Ascendancy at 10:07 see stats
By Jellykid the Yeek Oozemancer level 20
36th Dusk 122nd year of Ascendancy at 05:49 see stats
By Jellykid the Yeek Oozemancer level 22
57th Dusk 122nd year of Ascendancy at 09:09 see stats
By Jellykid the Yeek Oozemancer level 12
3rd Summertide 122nd year of Ascendancy at 12:47 see stats
By Jellykid the Yeek Oozemancer level 9
8th Mirth 122nd year of Ascendancy at 06:21 see stats
By Jellykid the Yeek Oozemancer level 23
1st Time of Equilibrium 122nd year of Ascendancy at 06:37 see stats
By Jellykid the Yeek Oozemancer level 17
26th Dusk 122nd year of Ascendancy at 02:56 see stats
By Jellykid the Yeek Oozemancer level 24
67th Haze 122nd year of Ascendancy at 05:48 see stats
Log
Jellykid hits Velylle the blue ooze for 82 acid damage.
Jellykid hits War hound for 82 acid damage.
Jellykid hits Islurissra the poison ooze for 76 acid damage.
Jellykid killed Ritch flamespitter!
Thorn Grab from Islurissra the poison ooze hits Jellykid's mucus ooze for 27 nature damage.
Jellykid's mucus ooze performs a melee critical strike against White jelly!
Jellykid's mucus ooze hits White jelly for 1 nature damage.
Velylle the blue ooze uses Dual Strike.
Blade Flurry performs a melee critical strike against Bloated ooze!
Blade Flurry performs a melee critical strike against Bloated ooze!
Jellykid is stunned!
Jellykid shares damage with his oozes!
Melee retaliation hits Velylle the blue ooze for 2 lightning, 17 acid, 5 mind, 1 lightning, 8 acid, 3 mind (35 total damage).
Blade Flurry hits Bloated ooze for 62 physical damage.
Velylle the blue ooze hits Jellykid for 0 physical, 27 physical (27 total damage).
Blade Flurry killed Bloated ooze!
Glorothra the blue ooze throws two quick punches.
Glorothra the blue ooze performs a melee critical strike against Jellykid!
Jellykid's mind surges with critical power!
Jellykid attunes to the damage.
Jellykid slows down.
Jellykid shares damage with his oozes!
Melee retaliation hits Glorothra the blue ooze for (1 flat reduction), 0 lightning, (8 flat reduction), 0 acid, (3 flat reduction), 0 mind, (1 flat reduction), 0 lightning, (8 flat reduction), 0 acid, (3 flat reduction), 0 mind (0 total damage).
War hound hits Jellykid's mucus ooze for 156 physical damage.
Glorothra the blue ooze hits Jellykid for 74 physical, 0 arcane, 0 physical, 0 arcane (74 total damage).
Xanith the blue jelly uses Telekinetic Smash.
Xanith the blue jelly performs a melee critical strike against Jellykid!
Xanith the blue jelly hits Jellykid for 272 cold damage.
Melee retaliation hits Xanith the blue jelly for 1 lightning, (3 to psi shield), 4 acid, 2 mind, 1 lightning, (3 to psi shield), 4 acid, 2 mind (15 total damage).
Jellykid the level 24 yeek oozemancer was frozen and shattered into a million little shards to death by Xanith the blue jelly on level 1 of Sandworm lair.