














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 22 / 39% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 80 (base 51) |
| Cunning | 64 (base 47) |
Resources
| Life | 548/548 |
| Equilibrium | 61 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 12.011475364818 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 37.390773745007 |
| See Invisible | 37.390773745007 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 47 |
| Crit Chance | 27% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 47 |
| Crit Chance | 27% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +9% |
| Physical | +3% |
| Acid | +11% |
| Arcane | +6% |
| Mind | +3% |
| Nature | +15% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +15% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 31 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 27%( 70%) |
| Nature | + 38%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 21%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 42% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 42% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Acidic Soil |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Acidic Skin |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. 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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Issurig' (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +3% physical defense ------ Armor +1 Defense +10 (+5 eff.) Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
| Light source | Emowen the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats Cun +2 offense ------ Damage +6% arcane defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.12 EQ when Hit +0.04 Psi when Hit +0.08 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Splendourschism (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +1, Wil +3 offense ------ Mind Crit +3% Critical power +10.00% Mindpower +2 (+0 eff.) Damage +9% light defense ------ Defense +1 (+1 eff.) Resistance +3% light other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | iron torque of clear mind [power 1] (17 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Duskbreeze the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Critical power +5.00% Damage +11% acid Ignore resists +10% darkness defense ------ Resistance +22% acid, +3% light Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+7 eff.) Ignore Armor +7 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.6 Power cost 23 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 311 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Dimmarrow the thorny mindstar (94% power, 30 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 72% Wil, 43% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +30 Critical Rate +6.5% Attack Speed 100% On-hit +12 mind While equipped: offense ------ Mind Crit +3% Critical power +5.00% Mindpower +9 (+2 eff.) On-Hit 8 mind, 5 darkness Damage +3% mind, +12% darkness defense ------ Physical save +3 (+1 eff.) other ------- Stamina/turn +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Xoyavena the Miretyphoon1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% nature When Hit 10 acid, 2 darkness defense ------ Life +31.00 A belt that goes around your waist. |
| In off hand | Serpent's Glare (91% power, 18 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 72% Wil, 43% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +6 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 6 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 103.90 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 | regal linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats Str +1, Wil +2, Con +1 defense ------ Defense +1 (+1 eff.) Mind save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Elorin' (15 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: defense ------ Defense +15 (+8 eff.) Resistance +20% darkness, +2% physical +13% mind, +9% all Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +23 (+7 eff.) Stun Resist +10% other ------- Light +2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 200; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion (die at -315; dur 8; cd 28)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -315 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 315 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -171; dur 6; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -171 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 171 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 727%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 183; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 183 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. |
wild infusion (res 16%; magical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 21%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
grounding copper amulet of constitution (+2) =LR11=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Con +2 defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of mastery (0.19 Wild-gift / Corrosive blades)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.19 Wild-gift/Corrosive blades Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
savage's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Con +2 defense ------ Spell save +11 (+6 eff.) Life Regen +2.00 Stun Resist +21% other ------- Max stamina +10.00 Rings make your fingers look great! |
creative vined mindstar of gales (88% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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: Stats Cun +3 offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+1 eff.) Damage +5% lightning, +4% cold +7% physical defense ------ Defense +14 (+7 eff.) Pinning Resist +15% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Xerota' (83% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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: Stats Cun +5, Str +2 offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 7 mind, 5 darkness Damage +2% mind, +4% darkness When Hit 10 blight defense ------ Resistance +5% arcane other ------- See Invisibility +12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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 +3 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) other ------- EQ when Hit +0.70 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. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Swampcrypt the hardened leather belt =LR7=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +2, Con +5 offense ------ Damage +3% nature defense ------ Resistance +7% lightning, +6% temporal +3% nature, +6% darkness other ------- Infravision +3 A belt that goes around your waist. |
rough leather belt 'Mayyta'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Spell Crit +5% When Hit 2 acid defense ------ Defense +11 (+6 eff.) Resistance +6% acid, +3% physical +9% fire Crit Resistance 15.00% Stealth +6 A belt that goes around your waist. |
Lisildatha the Shockorder (7 def, 0 armour) =LR9=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mind Crit +4% Critical power +10.00% Mindpower +10 (+3 eff.) Damage +6% cold When Hit 8 lightning defense ------ Defense +7 (+4 eff.) Resistance +9% lightning 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. |
linen cloak 'Dayhacker' (7 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% light defense ------ Armor +2 Defense +7 (+4 eff.) Resistance +3% cold Physical save +5 (+2 eff.) Life Regen +4.00 Disease Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats Cun +3, Dex +2 offense ------ Accuracy +3 (+3 eff.) Ignore Armor +4 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Berulin the pair of rough leather boots (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Lck +6, Dex +3 offense ------ Ignore resists +25% physical defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +3% nature Spell save +3 (+2 eff.) Stealth +6 A pair of boots made of leather. |
Shimmerwake (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Cun +3, Wil +3 offense ------ Damage +9% lightning, +6% mind Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 33 defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) A pair of boots made of leather. |
dreamer's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats Cun +3, Wil +3 defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour) =LR5=2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning, +5% temporal A pair of boots made of leather. |
pair of rough leather boots 'Undeathbutcher' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Wil +1 offense ------ Mindpower +10 (+3 eff.) Ignore resists +5% cold defense ------ Armor +1 Fatigue -5% Resistance +12% nature Physical save +6 (+3 eff.) other ------- Encumbrance +22 Max hate +2.00 A pair of boots made of leather. |
Grinidar (5 def, 2 armour) =LR6=1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 fire Damage +3% fire Accuracy +5 (+5 eff.) Ignore Armor +3 defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +9% blight, +6% fire +6% lightning Unlife -60.00 life 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. |
naturalist's rough leather gloves of butchering (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +5 (+3 eff.) On-Hit 5 nature Damage +4% nature Accuracy +4 (+4 eff.) Ignore Armor +6 defense ------ Armor +1 Resistance +7% blight, +6% nature Spell save +9 (+5 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. |
mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) =LR16=2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
cleansing rough leather armour of lightning resistance (3 def, 2 armour) =LR18=9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +11% blight, +11% nature +18% lightning A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 8 armour) =WB=9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: defense ------ Armor +8 Defense +9 (+5 eff.) Fatigue +8% Resistance +7% acid, +5% cold other ------- Breathe water A suit of armour made of leather. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
174 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. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis 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 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
iron pickaxe 'Arthuregosin' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Wil +1 offense ------ Critical power +10.00% Damage +3% physical When Hit 2 physical defense ------ Defense +15 (+8 eff.) Crit Resistance 5.00% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Freezewend the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Dex +1, Wil +1, Cun +2 offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 33 defense ------ Resistance +3% mind, +3% cold Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's brass lantern of health2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+3 eff.) defense ------ Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 339/400 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 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. |
Belachak the Curevengeance [power 230] (10 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +15% nature Ignore resists +10% cold When Hit 8 acid On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +9% cold Sting an enemy dealing 264 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of healing [power 194] (10 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 10 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of healing [power 128] (10 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 10 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 182] (10 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 10 turn cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
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. |
5 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. |
5 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. |
7 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The OOZEMANCER the Cornac Oozemancer level 13
11st Dusk 122nd year of Ascendancy at 07:19 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By The OOZEMANCER the Cornac Oozemancer level 19
51st Dusk 122nd year of Ascendancy at 01:08 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By The OOZEMANCER the Cornac Oozemancer level 10
7th Mirth 122nd year of Ascendancy at 22:31 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By The OOZEMANCER the Cornac Oozemancer level 20
51st Dusk 122nd year of Ascendancy at 12:17 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By The OOZEMANCER the Cornac Oozemancer level 22
63rd Dusk 122nd year of Ascendancy at 11:08 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By The OOZEMANCER the Cornac Oozemancer level 7
1st Mirth 122nd year of Ascendancy at 08:12 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By The OOZEMANCER the Cornac Oozemancer level 12
9th Flare 122nd year of Ascendancy at 10:24 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By The OOZEMANCER the Cornac Oozemancer level 22
61st Haze 122nd year of Ascendancy at 22:02 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By The OOZEMANCER the Cornac Oozemancer level 18
46th Dusk 122nd year of Ascendancy at 00:55 see stats

































































































