Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. 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.
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:
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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 21 / 42% |
Size | medium |
Lifes / Deaths | Killed by storm drake at level 14 on the 15th Dusk 122nd year of Ascendancy at 23:01 1 / 4Killed by Isulramina the sandworm at level 16 on the 33rd Dusk 122nd year of Ascendancy at 17:48 Killed by Salurin the sandworm destroyer at level 16 on the 33rd Dusk 122nd year of Ascendancy at 23:17 Killed by Isyyawyn the ghoul at level 21 on the 73rd Dusk 122nd year of Ascendancy at 06:43 |
Antimagic | Follower |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 21 (base 10) |
Magic | 17 (base 10) |
Willpower | 75.890833675464 (base 48) |
Cunning | 50.890833675464 (base 47) |
Resources
Life | 328/328 |
Equilibrium | 61 |
Healing Factor | 1.424804467222 |
Regeneration | 7.1952625594712 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 33.858919190618 |
See Invisible | 33.858919190618 |
Offense: Mainhand
Damage | 40 |
Accuracy | 43 |
Crit Chance | 15% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 43 |
Crit Chance | 15% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +7% |
Acid | +29% |
Nature | +42% |
Blight | +15% |
Physical | +8% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +7% |
Blight | +15% |
Darkness | +65% |
Acid | +44% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 7 (35.65183292883%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 29 |
Mental Save | 38 |
Defense: Resistances
Acid | + 44%( 70%) |
Physical | + 11%( 70%) |
Cold | + 9%( 70%) |
All | + 9%( 70%) |
Darkness | + 17%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 28%( 70%) |
Lightning | + 28%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Bleed Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 42% |
Blind Resistance | 42% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Willpower 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Wild-gift / Mucus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
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 | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Psiblades |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
Quests
You failed to protect the worried loremaster from death by Adyyaba the snow giant thunderer. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Falidralathastir the Arcrazor (0 def, 1 armour) Falidralathastir the Arcrazor (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 temporal defense ------ Armor +1 Fatigue -4% Resistance +3% lightning +6% temporal Physical save +5 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +23 A pair of boots made of leather. |
Light source | alchemist's lamp 'Rotzephyr,' alchemist's lamp 'Rotzephyr,'1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +1 Cun +5 Con offense ------ Damage +12% nature defense ------ Resistance +6% nature +2% physical other ------- Stamina/turn +1.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Rotbringer (0 def, 4 armour) Rotbringer (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +9% nature Ignore resists +20% acid +20% darkness +10% nature When Hit 4 nature defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Hurugen the dwarven-steel gauntlets (0 def, 2 armour) Hurugen the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Wil +3 Con offense ------ Spell Crit +2% Ignore Shields +30% defense ------ Armor +2 Fatigue +3% Resistance +24% acid Physical save +19 (+9 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +22% other ------- Max mana +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Gloomzeal the iron torque of mindblast [power 105] (1/13 cooldown) Gloomzeal the iron torque of mindblast [power 105] (1/13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% acid +15% blight Ignore resists +20% darkness +15% blight defense ------ Resistance +9% darkness Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | psionicist's steel ring of nature (+20%) psionicist's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +8 (+3 eff.) Rings make your fingers look great! |
Around neck | Bleakvenom Bleakvenom0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +3% nature Ignore resists +25% darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Resistance +6% nature +12% mind Amulets make your neck look great! |
In main hand | vined mindstar of storms (4-5 power, 22 apr, mind damage) vined mindstar of storms (4-5 power, 22 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.5 - 5.0 Mind Uses 72% Wil, 43% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +22 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +3 Dex +2 Mag +3 Wil +3 Cun +2 Con offense ------ Mind Crit +2% Mindpower +6 (+2 eff.) On-Hit 7 lightning Damage +4% lightning Ignore resists +7% lightning defense ------ Resistance +6% lightning 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 | Tempestpiercer the hardened leather belt Tempestpiercer the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +15% mind Ignore resists +20% acid When Hit 2 acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Resistance +6% lightning +9% mind Life Regen +0.80 Healmod +13% A belt that goes around your waist. |
In off hand | mossy mindstar of venom (2-3 power, 15 apr, nature damage) mossy mindstar of venom (2-3 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature Weapon Damage 2.5 - 2.8 Nature Uses 72% Wil, 43% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +3 (+1 eff.) On-Hit 4 acid Damage +5% acid Ignore resists +4% acid defense ------ Resistance +5% acid Life Regen +1.00 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. |
Cloak | Nimbusrace the linen cloak (1 def, 0 armour) Nimbusrace the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Damage +3% lightning +12% acid When Hit 2 acid defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | focusing woollen robe (0 def, 0 armour) focusing woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 142; cd 14) healing infusion of the sneak (heal 142; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Coaljustice' copper amulet 'Coaljustice'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% darkness +6% temporal Amulets make your neck look great! |
copper amulet of constitution (+2) copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
stabilizing copper amulet of strength (+3) stabilizing copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +23% Amulets make your neck look great! |
warrior's steel amulet of constitution (+3) warrior's steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.64 cold and 19.06 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. |
rogue's steel ring of frost (+20%) rogue's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% cold defense ------ Defense +6 (+3 eff.) Resistance +20% cold Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+5 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 78.26 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (157). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+6 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+9 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 68 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.19 cold damage and 5.60 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+14 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 57.45 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
mossy mindstar 'Getindur' (2-3 power, 12 apr, mind damage) mossy mindstar 'Getindur' (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun +4 Mag offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 4 mind 4 darkness Damage +2% mind +3% darkness Ignore resists +5% acid defense ------ Resistance +3% acid other ------- See Invisibility +3 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. |
protector's vined mindstar (6-6 power, 18 apr, nature damage) protector's vined mindstar (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Resistance +4% all other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (4-4 power, 18 apr, mind damage) vined mindstar of balance (4-4 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.0 - 4.4 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.) defense ------ Physical save +4 (+2 eff.) Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.90 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. |
Corpsebow Corpsebow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+6 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 10 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Brightdredge' (0 def, 0 armour) linen robe 'Brightdredge' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Disrupt While equipped: Stats +3 Str +1 Dex +1 Wil offense ------ Damage +3% light When Hit: * 4% chance to slow global speed by 57% * 4 arcane resource burn defense ------ Resistance +3% darkness +7% all other ------- Light +1 Infravision +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +8% blight +9% all Life +47.00 Life Regen +1.50 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogbloom the rough leather belt Fogbloom the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +15% darkness Ignore resists +5% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Resistance +6% acid Physical save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Harebers' rough leather belt 'Harebers'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Mind Crit +2% Critical power +16.00% Physical Power +4 (+2 eff.) Ignore resists +15% mind other ------- Max psi +10.00 A belt that goes around your waist. |
linen cloak 'Erelurand' (7 def, 0 armour) linen cloak 'Erelurand' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Ignore resists +5% acid Ignore Armor +3 defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Armor +1 Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% 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. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+2 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Issorig the dwarven-steel gauntlets (0 def, 2 armour) Issorig the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +5 Dex offense ------ Critical power +5.00% On-Hit 7 acid Damage +5% acid defense ------ Armor +2 Fatigue +3% Resistance +7% acid +2% physical Spell save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Nightbreaker the linen wizard hat (1 def, 0 armour) Nightbreaker the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Wil +2 Mag offense ------ Damage +3% darkness +11% cold Ignore resists +20% darkness When Hit 2 light defense ------ Defense +1 (+1 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
Oozerock the linen wizard hat (1 def, 0 armour) Oozerock the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Wil offense ------ When Hit 6 nature defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Physical save +11 (+6 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Samydir' (1 def, 0 armour) linen wizard hat 'Samydir' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +3 Mag offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid +6% mind A pointy cloth hat, very wizardly... |
linen wizard hat of nature (+16%) (1 def, 0 armour) linen wizard hat of nature (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Defense +1 (+1 eff.) Resistance +16% nature A pointy cloth hat, very wizardly... |
Forestwither the iron helm (0 def, 3 armour) Forestwither the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Con offense ------ Damage +6% mind Ignore resists +5% mind defense ------ Armor +3 Fatigue +5% Resistance +6% fire +3% nature +6% cold Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadeswift (0 def, 3 armour) Shadeswift (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +18% darkness defense ------ Armor +3 Fatigue +5% Resistance +17% light +3% cold +10% darkness +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
3 agate 3 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. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
9 citrine 9 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. |
aquamarine 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. |
4 opal 4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
109 alchemist agate 109 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. |
Scabguile the brass lantern Scabguile the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Power +25 (+9 eff.) Damage +3% mind +9% physical Ignore resists +5% nature defense ------ Physical save +3 (+2 eff.) Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(131 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
brass lantern of focus brass lantern of focus2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind 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. |
Yaridur the iron pickaxe (dig speed 38 turns) Yaridur the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +9% blight When Hit 8 blight defense ------ Resistance +3% blight +6% temporal +10% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 40 turns) iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Darkscar' (dig speed 29 turns) iron pickaxe 'Darkscar' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil defense ------ Resistance +3% darkness other ------- EQ when Hit +0.12 Hate-on-crit +1.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/2) Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 273/400 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. |
iron torque of psionic shield 'Stormrot' [power 27] (1/22 cooldown) iron torque of psionic shield 'Stormrot' [power 27] (1/22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag +1 Con offense ------ Damage +9% lightning other ------- See Invisibility +6 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (1/13 cooldown) elm totem of healing [power 110] (1/13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 170] (1/13 cooldown) ash totem of stinging [power 170] (1/13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 241 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. |
extending ash wand of shielding [power 182] (1/17 cooldown) extending ash wand of shielding [power 182] (1/17 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ninne the Cornac Oozemancer level 20
70th Dusk 122nd year of Ascendancy at 20:11 see stats
By Ninne the Cornac Oozemancer level 10
7th Mirth 122nd year of Ascendancy at 13:44 see stats
By Ninne the Cornac Oozemancer level 20
70th Dusk 122nd year of Ascendancy at 18:20 see stats
By Ninne the Cornac Oozemancer level 9
3rd Mirth 122nd year of Ascendancy at 02:54 see stats
By Ninne the Cornac Oozemancer level 19
62nd Dusk 122nd year of Ascendancy at 12:37 see stats
By Ninne the Cornac Oozemancer level 17
34th Dusk 122nd year of Ascendancy at 08:12 see stats
Log
Ninne wears (replacing stabilizing copper amulet of strength (+3)): Bleakvenom.
Talent Attune Mindstar is ready to use.
You gain 10.71 gold from the transmogrification of Voidoracle the rough leather cap (0 def, 3 armour).
You gain 3.77 gold from the transmogrification of clarifying linen wizard hat of the Brotherhood (1 def, 0 armour).
You gain 2.00 gold from the transmogrification of dwarven-steel gauntlets of strength (+3) (0 def, 2 armour).
You gain 2.50 gold from the transmogrification of Flamewrought (0 def, 2 armour).
You gain 10.92 gold from the transmogrification of spellcowled linen cloak of the voidstalker (1 def, 0 armour).
You gain 5.23 gold from the transmogrification of spiritwalker's rough leather belt of the giants.
You gain 1.57 gold from the transmogrification of prismatic steel mail armour (2 def, 6 armour).
You gain 6.41 gold from the transmogrification of enlightening steel mail armour of the deep (2 def, 8 armour).
You gain 5.15 gold from the transmogrification of radiant cured leather armour of Eyal (6 def, 4 armour).
You gain 7.88 gold from the transmogrification of stormbringer's ash longbow of dexterity (+3).
You gain 3.42 gold from the transmogrification of mighty elm longbow of fire.
You gain 10.47 gold from the transmogrification of Boryndur the iron dagger (10-13 power, 5 apr).
You gain 1.28 gold from the transmogrification of flaming steel greatsword (22-36 power, 2 apr).
You gain 13.47 gold from the transmogrification of iron greatsword 'Drythad' (14-22 power, 1 apr).
You gain 3.73 gold from the transmogrification of chilling iron battleaxe of crippling (12-17 power, 1 apr).
You gain 10.58 gold from the transmogrification of elm starstaff 'Sleetspawn' (10-12 power, 2 apr, temporal element).
You gain 17.27 gold from the transmogrification of Drorach the Blastripper (10-12 power, 2 apr, lightning element).
You gain 8.70 gold from the transmogrification of gladiator's steel ring of luminosity.
You gain 2.69 gold from the transmogrification of warrior's steel amulet of strength (+4).
You gain 0.65 gold from the transmogrification of shatter afflictions rune (absorb 50; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; physical; dur 3; cd 13).
You gain 1.48 gold from the transmogrification of regeneration infusion (heal 328; 16 cd).
You gain 0.62 gold from the transmogrification of healing infusion (heal 40; cd 14).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...