









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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. 
 
 
 
 
 
 
 
 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:
 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:
 Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Oozemancer | 
| Level / Exp | 30 / 6% | 
| Size | small | 
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 8th Mirth 122nd year of Ascendancy at 01:12 0 / 7Killed by Forest Troll Hedge-Wizard at level 8 on the 8th Mirth 122nd year of Ascendancy at 01:56 Killed by yellow jelly at level 12 on the 2nd Summertide 122nd year of Ascendancy at 05:34 Killed by Urkis, the High Tempest at level 22 on the 34th Dusk 122nd year of Ascendancy at 05:01 Killed by Lisorivena the ghoul at level 24 on the 45th Dusk 122nd year of Ascendancy at 15:59 Killed by armoured skeleton warrior at level 25 on the 48th Dusk 122nd year of Ascendancy at 21:26 Killed by orc high cryomancer at level 30 on the 63rd Dusk 122nd year of Ascendancy at 09:41  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 8 (base 10) | 
| Dexterity | 17 (base 10) | 
| Constitution | 7 (base 10) | 
| Magic | 12 (base 10) | 
| Willpower | 77 (base 60) | 
| Cunning | 67 (base 56) | 
Resources
| Life | -3/568 | 
| Equilibrium | 71 | 
| Psi | 158/167 | 
| Healing Factor | 1.5588045797962 | 
| Regeneration | 32.642486135193 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +110.00527732609% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 34 | 
| Accuracy | 43 | 
| Crit Chance | 20% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 33 | 
| Accuracy | 43 | 
| Crit Chance | 20% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 50 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +32% | 
| Lightning | +5% | 
| Fire | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Nature | +20% | 
| Lightning | +5% | 
Defense: Base
| Armour (hardiness) | 4 (30%) | 
| Defense | 36 | 
| Ranged Defense | 36 | 
| Fatigue | 0 | 
| Physical Save | 19 | 
| Spell Save | 47 | 
| Mental Save | 40 | 
Defense: Resistances
| Blight | + 34%( 70%) | 
| Arcane | + 30%( 70%) | 
| Mind | + 20%( 70%) | 
| All | + 9%( 70%) | 
| Lightning | + 14%( 70%) | 
| Physical | + 14%( 70%) | 
| Cold | + 27%( 70%) | 
| Fire | + 21%( 70%) | 
| Nature | + 52%( 70%) | 
Defense: Immunities
| Stun Resistance | 48% | 
| Confusion Resistance | 95% | 
| Poison Resistance | 75% | 
| Blind Resistance | 25% | 
| Silence Resistance | 40% | 
| Bleed Resistance | 65% | 
| Teleport Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 621 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 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.  | 
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. Its effects scale with your Cunning stat.  | 
Class Talents
| Wild-gift / Oozing blades | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Wild-gift / Moss | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Eyal's fury | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Wild-gift / Slime | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Ooze | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
| Wild-gift / Mucus | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Wild-gift / Antimagic | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved spell save by +12.  | 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 talent Resonance Field (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)).  | done | 
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved spell save by +12.  | done | 
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | active | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You 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 | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond.  | active | 
Equipment
| On feet |  Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
| Light source |  survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  mindwoven linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Resists +15% nature ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly...  | 
| On hands |  Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 4.5 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 76.10 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
| Tool |  ash totem of stinging 'Gilekhad' [power 170]  (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +5% arcane +3% fire Silence- +20% Confus- +20% Pinning- +20% Teleport- +10% Sting an enemy dealing 224 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great!  | 
| On fingers |  savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great!  | 
| Around neck |  clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Heal.mod +13% Cut- +40% Confus- +20% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 378 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
| In main hand |  nature's mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +2% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Around waist |  Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers.  | 
| In off hand |  gifted mossy mindstar of storms (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +2 Mag +1 Wil +1 Cun +2 Con dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning Dmg.mod +5% lightning Res.pen +5% lightning ----- def ----- Resists +5% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Cloak |  Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+8 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak.  | 
| Main armor |  woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +42.00 HP.reg +1.50 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 healing infusion of the titan (heal 55; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. 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 sneak (die at -475; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous 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 -475 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 951 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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.  | 
 movement infusion of the psychic (speed 797%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 797% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the warrior (heal 375; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 biting gale rune of the sneak (damage 223; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 223.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 clarifying copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Heal.mod +12% Cut- +40% Confus- +20% Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 341 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great!  | 
 marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great!  | 
 rogue's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +6 (+3 eff.) Resists +11% physical Rings make your fingers look great!  | 
 Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+14 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful.  | 
 stralite battleaxe (48-71 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Normal] Power 47.5 - 71.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes.  | 
 arcing stralite mace of vileness (35-49 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly.  | 
 stralite mace (37-52 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Normal] Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly.  | 
 Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.  | 
 hateful dwarven-steel dagger of enduring (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Psionic Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 darkness Against +8% Living While equipped: Stats +5 Con +11 Wil ----- def ----- Max.HP +52.00 Sharp, short and deadly.  | 
 stralite dagger of massacre (36-47 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly.  | 
 mossy mindstar (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 quiver of elven-wood arrows (19/19, 47-66 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Normal] Power 47.0 - 65.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Arrows are used with bows to pierce your foes to death.  | 
 linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +12% A belt that goes around your waist.  | 
 nightruned hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Resists +5% light +8% darkness A belt that goes around your waist.  | 
 Brenanik (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue -3% Die.at -20.00 life Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather.  | 
 rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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.  | 
 Grinuzilarin the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +4 Mag +5 Wil +4 Con dps ---------- Melee+ 8 nature Dmg.mod +5% nature Res.pen +10% physical ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +3% mind 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.  | 
 dwarven-steel gauntlets 'Obsidianbearer' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Res.pen +20% darkness On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +3% darkness Spell.save +17 (+6 eff.) Max.HP +40.00 Heal.mod +10% Confus- +10% 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.  | 
 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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.  | 
 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 62 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 dwarven-steel pickaxe 'Silyriwen' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +2 Dex +7 Con dps ---------- Phys.crit +2.0% Dmg.mod +12% arcane Apr +3 ----- def ----- Phys.save +12 (+6 eff.) ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 soothing iron torque of mindblast [power 100]  (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers.  | 
 elm totem of stinging [power 116]  (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 153 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power.  | 
Achievements
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By oozespd the Yeek Oozemancer level 27
51st Dusk 122nd year of Ascendancy at 07:39 see stats
			Against all odds
			Killed Ukruk in the ambush.By oozespd the Yeek Oozemancer level 26
49th Dusk 122nd year of Ascendancy at 14:06 see stats
			Brave new world
			Went to the Far East and took part in the war.By oozespd the Yeek Oozemancer level 29
59th Dusk 122nd year of Ascendancy at 12:34 see stats
			Destroyer's bane
			Killed Golbug the Destroyer.By oozespd the Yeek Oozemancer level 28
56th Dusk 122nd year of Ascendancy at 18:45 see stats
			Exterminator
			Killed 1000 creatures.By oozespd the Yeek Oozemancer level 20
17th Dusk 122nd year of Ascendancy at 19:36 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By oozespd the Yeek Oozemancer level 22
38th Dusk 122nd year of Ascendancy at 09:41 see stats
			Level 10
			Got a character to level 10.By oozespd the Yeek Oozemancer level 10
9th Mirth 122nd year of Ascendancy at 17:01 see stats
			Level 20
			Got a character to level 20.By oozespd the Yeek Oozemancer level 20
16th Dusk 122nd year of Ascendancy at 05:30 see stats
			Level 30
			Got a character to level 30.By oozespd the Yeek Oozemancer level 30
63rd Dusk 122nd year of Ascendancy at 08:55 see stats
			Sliders
			Activated a portal using the Orb of Many Ways.By oozespd the Yeek Oozemancer level 29
56th Dusk 122nd year of Ascendancy at 22:29 see stats
			The Arena
			Unlocked Arena mode.By oozespd the Yeek Oozemancer level 11
10th Mirth 122nd year of Ascendancy at 21:25 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By oozespd the Yeek Oozemancer level 20
16th Dusk 122nd year of Ascendancy at 14:05 see stats
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By oozespd the Yeek Oozemancer level 25
49th Dusk 122nd year of Ascendancy at 01:22 see stats
Log
oozespd shares damage with his oozes!
Warmaster Gnarg hits oozespd for 147 physical damage.
oozespd shares damage with his oozes!
Ivirin the eternal bone giant's Reality Fracture hits oozespd for 9 temporal, 4 darkness (13 total damage).
Ivirin the eternal bone giant casts Quantum Tunnelling.
Oozespd releases poisonous spores at Warmaster Gnarg.
Oozespd's mind surges with critical power!
Warmaster Gnarg is poisoned!
oozespd shares damage with his oozes!
Ivirin the eternal bone giant's Reality Fracture hits oozespd for 0 temporal, 3 darkness (3 total damage).
Warmaster Gnarg stops being poisoned.
Warmaster Gnarg shrugs off oozespd's 'Poison'!
Bloated ooze is protected by a layer of thick leaves.
Bloated ooze is protected by a layer of thick leaves.
Bloated ooze is protected by a layer of thick leaves.
Oozespd's natural acid becomes more concentrated!
Warmaster Gnarg resists!
Bleeding from Oozespd hits Warmaster Gnarg for 14 physical damage.
Poison from Oozespd hits Orc high cryomancer for 14 nature damage.
Insidious Poison from Oozespd hits Warmaster Gnarg for 22 nature damage.
Oozespd's Eyal's Wrath hits Orc high cryomancer for 38 nature damage.
Oozespd's Eyal's Wrath hits Warmaster Gnarg for 31 nature damage.
Oozespd's Acidfire cloud hits Warmaster Gnarg for 13 acid damage.
Orc high cryomancer casts Frozen Ground.
Orc high cryomancer roars triumphantly.
oozespd shares damage with his oozes!
Orc high cryomancer hits Oozespd's mucus ooze for 0 cold damage.
Orc high cryomancer hits Bloated ooze for 202 cold damage.
Orc high cryomancer hits oozespd for 58 cold damage.
oozespd the level 30 yeek oozemancer was iced to death by an orc high cryomancer on level 2 of Vor Armoury.
















































































































