Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.3.0Combines 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: Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 33 / 68% |
Size | medium |
Lifes / Deaths | Killed by Xura the mountain troll thunderer at level 29 on the 15th Stralite 123rd year of Ascendancy at 02:28 / 3Killed by Mayerin the orc cryomancer at level 32 on the 11st Voratun 123rd year of Ascendancy at 22:09 Killed by Warmaster Gnarg at level 33 on the 5th Profit 123rd year of Ascendancy at 16:43 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 22 (base 11) |
Constitution | 39 (base 24) |
Magic | 8 (base 10) |
Willpower | 94 (base 60) |
Cunning | 69 (base 56) |
Resources
Life | -8/717 |
Equilibrium | 46 |
Healing Factor | 1.5 |
Regeneration | 1.875 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 82 |
Accuracy | 51 |
Crit Chance | 22% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 78 |
Accuracy | 51 |
Crit Chance | 22% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 66.134695515709 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28 (30%) |
Defense | 21.6 |
Ranged Defense | 23.6 |
Fatigue | 18 |
Physical Save | 31.225 |
Spell Save | 63.834558940106 |
Mental Save | 48.35 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 64% |
Teleport Resistance | 5% |
Instadeath Resistance | 100% |
Stun Resistance | 12% |
Poison Resistance | 64% |
Blind Resistance | 64% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 549 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Eyal's fury | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Slime | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Antimagic | 1.60 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Psiblades |
talent | Wild Growth |
talent | Acidic Skin |
talent | Mitosis |
beneficial effect | +5% cold damage. Resonance |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | You gain 31% resistance against cold. Resolve |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the worried loremaster from death by venom drake. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 162. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. * You've found the needed multi-hued wyrm scale. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of bone giant dust. * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within1 lumberjacks have died. | 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 Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | [vs. alchemist's lamp of focus (Light source)] alchemist's lamp of focusalchemist's lamp of focus Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3(-) Wil Changes damage: +8%(-) mind Light radius: +3 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. Nerath the hardened leather cap (0 def, 6 armour) (On head)] Nerath the hardened leather cap (0 def, 6 armour)Nerath the hardened leather cap (0 def, 6 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 (-) Fatigue: +3% (-) Changes stats: +7(-) Str / +7(-) Dex / +2(-) Wil / +4(-) Cun Changes resistances: +6%(-) darkness / +3%(-) lightning Changes damage: +9%(-) arcane Reduces incoming crit damage: 5.00% (-) Spell save: +10 (+2 eff.) (-) Pinning immunity: +10% (-) Teleport immunity: +5% (-) Mindpower: +5 (+1 eff.) (-) Infravision radius: +2 (-) A cap made of leather. |
On hands | [vs. scouring rough leather gloves of butchering (0 def, 1 armour) (On hands)] scouring rough leather gloves of butchering (0 def, 1 armour)scouring rough leather gloves of butchering (0 def, 1 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) (-) Armour penetration: +6 (-) Physical power: +6 (+2 eff.) (-) Armour: +1 (-) Effects when hit in melee: * 17% chance to reduce powers by 20% * 18 arcane resource burn Damage when hit (Melee): 0(-17) item antimagic scouring / 0(-18) item manaburn arcane Changes resistances: +6%(-) blight Spell save: +17 (+4 eff.) (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. Eye of the Dreaming One (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+3 eff.) (-) Mindpower: +5 (+1 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 9/25) : Effective talent level: 3.0 Power cost: 20 out of 9/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 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 21% 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. |
On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6(-) Con / +4(-) Wil Changes resistances: +10%(-) nature / +25%(-) cold Changes damage: +15%(-) cold Maximum mana: +20.00 (-) Maximum stamina: +20.00 (-) Maximum psi: +20.00 (-) Maximum air capacity: +50.00 (-) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 27.80 cold and 20.61 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 1/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] Khelylefast the copper ringKhelylefast the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Changes stats: +0(-6) Con / +3(-1) Wil Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Critical mult.: +6.00% Mental save: +6 (+2 eff.) Maximum life: +20.00 Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+1 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
In main hand | [vs. resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) (In main hand, 1 of 2)] resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage)resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar will resonate with other psionic mindstars. This natural frost should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 76% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +6 (-) Damage when hit (Melee): 9(-) ice Changes resistances: +4%(-) mind / +6%(-) cold Changes resistances penetration: +6%(-) mind / +10%(-) cold Changes damage: +5%(-) mind / +8%(-) cold Psi when hit: +1.10 (-) Mindpower: +11 (+3 eff.) (-) Mental crit. chance: +3% (-) Damage Resonance (when hit): +5% (-) 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. Tap to cycle through comparison choices |
Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In off hand | [vs. resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) (In main hand, 1 of 2)] gifted thorny mindstar of sand (7.5-8.25 power, 47 apr, mind damage)gifted thorny mindstar of sand (7.5-8.25 power, 47 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 7.5 - 8.3(-1.5 - -1.7) Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-6) Damage when hit (Melee): 0(-9) ice / 9 physical Changes resistances: +5% physical / +0%(-4%) mind / +0%(-6%) cold Changes resistances penetration: +7% physical / +0%(-6%) mind / +0%(-10%) cold Changes damage: +6% physical / +0%(-5%) mind / +0%(-8%) cold Psi when hit: +0.00 (-1.10) Mindpower: +25 (+6 eff.) (+13 (+3 eff.)) Mental crit. chance: +3% (-) Damage Resonance (when hit): +0% (-5%) It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 22 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. Tap to cycle through comparison choices |
Cloak | [vs. cashmere cloak 'Daimadenik' (10 def, 5 armour) (Cloak)] cashmere cloak 'Daimadenik' (10 def, 5 armour)cashmere cloak 'Daimadenik' (10 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 (-) Defense: +10 (+8 eff.) (-) Damage when hit (Melee): 12(-) mind Changes stats: +3(-) Str / +2(-) Dex / +3(-) Cun / +2(-) Con Changes resistances penetration: +10%(-) mind Changes damage: +3%(-) arcane / +12%(-) mind Physical save: +19 (+10 eff.) (-) Spell save: +17 (+4 eff.) (-) Mental save: +12 (+4 eff.) (-) Maximum life: +48.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Nature's Blessing (8 def, 6 armour)Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +8 (+6 eff.) (-) Ranged Defense: +4 (+2 eff.) (-) Fatigue: +8% (-) Changes stats: +4(-) Con / +3(-) Wil Changes resistances: +20%(-) nature / +25%(-) arcane Talent masteries: +0.20(-) Wild-gift / Antimagic Spell save: +38 (+11 eff.) (-) Stun/Freeze immunity: +25% (-) Life regen: +1.00 (-) Healing mod.: +20% (-) Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
[vs. Infusion: Wild [wild infusion of the sneak (resist 19%; cure magical, physical)] (on body)] wild infusion (resist 13%; cure magical, physical)wild infusion (resist 13%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 13%(-11%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild [wild infusion of the sneak (resist 19%; cure magical, physical)] (on body)] wild infusion of the psychic (resist 26%; cure mental)wild infusion of the psychic (resist 26%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random -magical, -physical or +mental effect and reduce all damage taken by 26%(+2%) for 6(+2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Cunning, +Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+17 for 9 turns, die at -661) heroism infusion of the psychic (+17 for 9 turns, die at -661)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -661 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+15 for 8 turns, die at -556) heroism infusion of the sneak (+15 for 8 turns, die at -556)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -556 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (793% speed; 6 turns) movement infusion of the psychic (793% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 793% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (765% speed; 6 turns) movement infusion of the psychic (765% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 765% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. Withering Orbs (Around neck)] steel amulet of strength (+3)steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +3 Str Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Vargh Redemption (On fingers, 1 of 2)] marksman's steel ringmarksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex / +0(-4) Wil / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] marksman's steel ring of frost (+22%)marksman's steel ring of frost (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex / +0(-4) Wil / +0(-6) Con Changes resistances: +0%(-10%) nature / +22%(-3%) cold Changes damage: +11%(-4%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] mule's steel ringmule's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +0(-6) Con / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum encumbrance: +22 Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] psionicist's steel ringpsionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-6) Con / +5(+1) Wil Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Mental save: +10 (+3 eff.) Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] steel ring of fire (+24%)steel ring of fire (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-6) Con / +0(-4) Wil Changes resistances: +24% fire / +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold / +12% fire Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] marksman's gold ring of nature (+24%)marksman's gold ring of nature (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex / +0(-4) Wil / +0(-6) Con Changes resistances: +24%(+14%) nature / +0%(-25%) cold Changes damage: +12% nature / +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] warrior's gold ringwarrior's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str / +0(-4) Wil / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] warrior's gold ring of blight (+12%)warrior's gold ring of blight (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +0(-4) Wil / +0(-6) Con Changes resistances: +12% blight / +0%(-25%) cold / +0%(-10%) nature Changes damage: +12% blight / +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] gladiator's stralite ring of nature (+28%)gladiator's stralite ring of nature (+28%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +0(-4) Wil / +4(-2) Con Changes resistances: +28%(+18%) nature / +0%(-25%) cold Changes damage: +14% nature / +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) (In main hand)] flaming voratun waraxe (39.5-55.3 power, 6 apr)This item will automatically be transmogrified when you leave the level. flaming voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3(+30.5 - +45.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-41) Physical crit. chance: +7.0% (+3.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +0 (-6) Damage when hit (Melee): 0(-9) ice Changes resistances: +0%(-4%) mind / +0%(-6%) cold Changes resistances penetration: +0%(-6%) mind / +0%(-10%) cold Changes damage: +0%(-5%) mind / +0%(-8%) cold Psi when hit: +0.00 (-1.10) Mindpower: +0 (+0 eff.) (-11 (-3 eff.)) Mental crit. chance: +0% (-3%) Damage Resonance (when hit): +0% (-5%) One-handed war axes. |
[vs. resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) (In main hand, 1 of 2)] blooming thorny mindstar (9-9.9 power, 24 apr, mind damage)blooming thorny mindstar (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-23) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-6) Damage when hit (Melee): 0(-9) ice Changes resistances: +0%(-4%) mind / +0%(-6%) cold Changes resistances penetration: +0%(-6%) mind / +0%(-10%) cold Changes damage: +0%(-5%) mind / +0%(-8%) cold Psi when hit: +0.00 (-1.10) Mindpower: +6 (+1 eff.) (-5 (-1 eff.)) Mental crit. chance: +3% (-) Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +15 Damage Resonance (when hit): +0% (-5%) 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. Tap to cycle through comparison choices |
[vs. resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) (In main hand, 1 of 2)] thorny mindstar of resolve (9-9.9 power, 24 apr, nature damage)thorny mindstar of resolve (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-23) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-6) Damage when hit (Melee): 0(-9) ice Changes stats: +4 Wil Changes resistances: +0%(-4%) mind / +0%(-6%) cold Changes resistances penetration: +0%(-6%) mind / +0%(-10%) cold Changes damage: +0%(-5%) mind / +0%(-8%) cold Physical save: +5 (+2 eff.) Psi when hit: +0.00 (-1.10) Mindpower: +6 (+1 eff.) (-5 (-1 eff.)) Mental crit. chance: +3% (-) Damage Resonance (when hit): +0% (-5%) 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. Tap to cycle through comparison choices |
[vs. resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) (In main hand, 1 of 2)] pulsing mindstar (13.5-14.85 power, 32 apr, mind damage)This item will automatically be transmogrified when you leave the level. pulsing mindstar (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9(+4.5 - +5.0) Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 (-15) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-6) Damage when hit (Melee): 0(-9) ice Changes resistances: +0%(-4%) mind / +0%(-6%) cold Changes resistances penetration: +0%(-6%) mind / +0%(-10%) cold Changes damage: +0%(-5%) mind / +0%(-8%) cold Psi when hit: +0.00 (-1.10) Mindpower: +8 (+2 eff.) (-3 (-1 eff.)) Mental crit. chance: +4% (+1%) Damage Resonance (when hit): +0% (-5%) 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. Tap to cycle through comparison choices |
[vs. resonating thorny mindstar of frost (9-9.9 power, 47 apr, nature damage) (In main hand, 1 of 2)] mitotic living mindstar of life (16.5-18.15 power, 40 apr, nature damage)This item will automatically be transmogrified when you leave the level. mitotic living mindstar of life (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2(+7.5 - +8.3) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (-7) Physical crit. chance: +13.0% (+9.5%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 14% (+14%) * 7% chance to corrode armour (+7%) When wielded/worn: Armour: +0 (-6) Damage when hit (Melee): 0(-9) ice Changes resistances: +0%(-4%) mind / +0%(-6%) cold Changes resistances penetration: +0%(-6%) mind / +0%(-10%) cold Changes damage: +0%(-5%) mind / +0%(-8%) cold Life regen: +2.00 Psi when hit: +0.00 (-1.10) Maximum life: +35.00 Mindpower: +10 (+2 eff.) (-1 (+0 eff.)) Mental crit. chance: +5% (+2%) Damage Resonance (when hit): +0% (-5%) It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. Tap to cycle through comparison choices |
[vs. gifted thorny mindstar of sand (7.5-8.25 power, 47 apr, mind damage) (In off hand)] The Black Wall (12 def, 9 armour, 200 block)This item will automatically be transmogrified when you leave the level. The Black Wall (12 def, 9 armour, 200 block) Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Armour Penetration: +0 (-47) Physical crit. chance: +0.0% (-3.5%) Attack speed: inf% (inf%) When wielded/worn: Armour: +9 Defense: +12 (+6 eff.) Ranged Defense: +15 (+8 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness / 0(-9) physical Changes resistances: +0%(-5%) physical / +2% all Changes resistances penetration: +0%(-7%) physical Changes damage: +0%(-6%) physical Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +5 Block Mindpower: +0 (+0 eff.) (-25 (-6 eff.)) Mental crit. chance: +0% (-3%) Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
[vs. gifted thorny mindstar of sand (7.5-8.25 power, 47 apr, mind damage) (In off hand)] voratun shield (12 def, 3 armour, 218.5 block)This item will automatically be transmogrified when you leave the level. voratun shield (12 def, 3 armour, 218.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 5 Armour Penetration: +0 (-47) Physical crit. chance: +0.0% (-3.5%) Attack speed: inf% (inf%) When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage when hit (Melee): 0(-9) physical Changes resistances: +0%(-5%) physical Changes resistances penetration: +0%(-7%) physical Changes damage: +0%(-6%) physical Talent granted: +5 Block Mindpower: +0 (+0 eff.) (-25 (-6 eff.)) Mental crit. chance: +0% (-3%) Handheld deflection devices. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] marauder's drakeskin leather armour of cold resistance (15 def, 8 armour)This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of cold resistance (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (+2) Defense: +15 (+10 eff.) (+7 (+4 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +8% (-) Changes stats: +8 Str / +8 Dex / +0(-3) Wil / +0(-4) Con Changes resistances: +27% cold / +0%(-20%) nature / +0%(-25%) arcane Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Physical save: +15 (+8 eff.) Spell save: +0 (+0 eff.) (-38 (-11 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Healing mod.: +0% (-20%) A suit of armour made of leather. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] spiked voratun mail armour of lightning resistance (5 def, 10 armour)This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (+4) Defense: +5 (+5 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +16% (+8%) Damage when hit (Melee): 18 physical Changes stats: +0(-4) Con / +0(-3) Wil Changes resistances: +27% lightning / +0%(-20%) nature / +0%(-25%) arcane Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-38 (-11 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Healing mod.: +0% (-20%) A suit of armour made of mail. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] voratun mail armour (5 def, 10 armour)This item will automatically be transmogrified when you leave the level. voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (+4) Defense: +5 (+5 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +16% (+8%) Changes stats: +0(-4) Con / +0(-3) Wil Changes resistances: +0%(-20%) nature / +0%(-25%) arcane Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-38 (-11 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Healing mod.: +0% (-20%) A suit of armour made of mail. |
[vs. Nerath the hardened leather cap (0 def, 6 armour) (On head)] Halurin the rough leather cap (0 def, 1 armour)Halurin the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-5) Fatigue: +1% (-2%) Damage when hit (Melee): 8 mind Changes stats: +0(-7) Str / +0(-7) Dex / +0(-2) Wil / +0(-4) Cun Changes resistances: +3% acid / +9% fire / +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-9%) arcane Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Pinning immunity: +0% (-10%) Teleport immunity: +0% (-5%) Stamina when hit: +0.90 Equilibrium when hit: +0.80 Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Infravision radius: +0 (-2) A cap made of leather. |
[vs. Nerath the hardened leather cap (0 def, 6 armour) (On head)] bladed hardened leather cap of trickery (0 def, 3 armour)bladed hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 (-3) Fatigue: +3% (-) Damage when hit (Melee): 6 physical Changes stats: +2(-5) Str / +4(-3) Dex / +0(-2) Wil / +3(-1) Cun Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-9%) arcane Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Pinning immunity: +0% (-10%) Teleport immunity: +0% (-5%) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Infravision radius: +0 (-2) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 99.2 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
[vs. Nerath the hardened leather cap (0 def, 6 armour) (On head)] hardened leather cap of dexterity (+5) (0 def, 3 armour)hardened leather cap of dexterity (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-3) Fatigue: +3% (-) Changes stats: +0(-7) Str / +5(-2) Dex / +0(-2) Wil / +0(-4) Cun Changes resistances: +0%(-6%) darkness / +0%(-3%) lightning Changes damage: +0%(-9%) arcane Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Pinning immunity: +0% (-10%) Teleport immunity: +0% (-5%) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Infravision radius: +0 (-2) A cap made of leather. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. alchemist's lamp of focus (Light source)] brass lantern of claritybrass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes damage: +0%(-8%) mind Mental save: +5 (+2 eff.) Light radius: +2 (-1) See stealth: +5 See invisible: +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. |
[vs. alchemist's lamp of focus (Light source)] brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes damage: +6%(-2%) mind Light radius: +2 (-1) 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. |
[vs. Eye of the Dreaming One (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-5) Wil Changes damage: +4% blight Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Eye of the Dreaming One (Tool)] Ivunor the dwarven-steel pickaxe (dig speed 15 turns)Ivunor the dwarven-steel pickaxe (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +2 Str / +0(-5) Wil / +2 Con Changes resistances penetration: +11% physical Maximum encumbrance: +20 Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 232.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
[vs. Eye of the Dreaming One (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5(-) Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +3 (+1 eff.) (-2 (+0 eff.)) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 86 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. Eye of the Dreaming One (Tool)] psionic steel torque of thermal psionic shield [power 51] (20 cooldown)psionic steel torque of thermal psionic shield [power 51] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
[vs. Eye of the Dreaming One (Tool)] steel torque of clear mind 'Layuna' [power 2] (10 cooldown)steel torque of clear mind 'Layuna' [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-5) Wil Changes resistances: +3% mind / +9% acid Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Only die when reaching: -60.00 life Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Eye of the Dreaming One (Tool)] dwarven-steel torque of kinetic psionic shield [power 93] (20 cooldown)dwarven-steel torque of kinetic psionic shield [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Eye of the Dreaming One (Tool)] Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str / +0(-5) Wil Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+5 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Life regen: +0.15 Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
[vs. Eye of the Dreaming One (Tool)] ash wand of clairvoyance 'Lisuralaith' [power 9] (5 cooldown)ash wand of clairvoyance 'Lisuralaith' [power 9] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil / +1 Cun Reduces incoming crit damage: 10.00% Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Eye of the Dreaming One (Tool)] volcanic dragonbone wand of trap destruction [power 115] (15 cooldown)This item will automatically be transmogrified when you leave the level. volcanic dragonbone wand of trap destruction [power 115] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +0(-5) Wil Talent granted: +4 Volcano Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) It can be used to disarm traps (115 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ihki the Dwarf Oozemancer level 28
30th Gold 123rd year of Ascendancy at 18:16 see stats
By Ihki the Dwarf Oozemancer level 21
9th Steel 123rd year of Ascendancy at 11:29 see stats
By Ihki the Dwarf Oozemancer level 28
28th Gold 123rd year of Ascendancy at 18:21 see stats
By Ihki the Dwarf Oozemancer level 23
39th Steel 123rd year of Ascendancy at 06:46 see stats
By Ihki the Dwarf Oozemancer level 32
37th Stralite 123rd year of Ascendancy at 03:16 see stats
By Ihki the Dwarf Oozemancer level 31
33rd Stralite 123rd year of Ascendancy at 05:57 see stats
By Ihki the Dwarf Oozemancer level 28
10th Stralite 123rd year of Ascendancy at 08:52 see stats
By Ihki the Dwarf Oozemancer level 14
39th Profit 122nd year of Ascendancy at 15:08 see stats
By Ihki the Dwarf Oozemancer level 30
29th Stralite 123rd year of Ascendancy at 05:09 see stats
By Ihki the Dwarf Oozemancer level 21
15th Steel 123rd year of Ascendancy at 08:14 see stats
By Ihki the Dwarf Oozemancer level 18
18th Loss 122nd year of Ascendancy at 02:58 see stats
By Ihki the Dwarf Oozemancer level 23
44th Steel 123rd year of Ascendancy at 07:58 see stats
By Ihki the Dwarf Oozemancer level 25
10th Gold 123rd year of Ascendancy at 07:12 see stats
By Ihki the Dwarf Oozemancer level 21
9th Steel 123rd year of Ascendancy at 09:33 see stats
By Ihki the Dwarf Oozemancer level 10
7th Profit 122nd year of Ascendancy at 07:54 see stats
By Ihki the Dwarf Oozemancer level 20
3rd Steel 123rd year of Ascendancy at 07:29 see stats
By Ihki the Dwarf Oozemancer level 30
25th Stralite 123rd year of Ascendancy at 02:08 see stats
By Ihki the Dwarf Oozemancer level 16
41st Dearth 122nd year of Ascendancy at 13:49 see stats
By Ihki the Dwarf Oozemancer level 32
12nd Voratun 123rd year of Ascendancy at 00:02 see stats
By Ihki the Dwarf Oozemancer level 31
29th Stralite 123rd year of Ascendancy at 08:27 see stats
By Ihki the Dwarf Oozemancer level 5
21st Voratun 122nd year of Ascendancy at 02:35 see stats
By Ihki the Dwarf Oozemancer level 32
11st Voratun 123rd year of Ascendancy at 22:09 see stats
By Ihki the Dwarf Oozemancer level 8
1st Profit 122nd year of Ascendancy at 10:22 see stats
By Ihki the Dwarf Oozemancer level 21
9th Steel 123rd year of Ascendancy at 11:29 see stats
By Ihki the Dwarf Oozemancer level 19
17th Shortage 122nd year of Ascendancy at 10:56 see stats
By Ihki the Dwarf Oozemancer level 17
14th Loss 122nd year of Ascendancy at 19:47 see stats
By Ihki the Dwarf Oozemancer level 29
25th Stralite 123rd year of Ascendancy at 01:02 see stats
By Ihki the Dwarf Oozemancer level 20
3rd Steel 123rd year of Ascendancy at 15:48 see stats
By Ihki the Dwarf Oozemancer level 29
15th Stralite 123rd year of Ascendancy at 02:28 see stats
By Ihki the Dwarf Oozemancer level 27
28th Gold 123rd year of Ascendancy at 00:28 see stats
Log
Bloated ooze is disarmed!
Bloated ooze is disarmed!
Orc cryomancer is disarmed!
Ihki shares damage with his oozes!
Ihki hits Something for 3 cold, 5 acid, , 2 physical, 4 mind, 0 arcane (15 total damage).
Something hits Bloated ooze for 179 physical damage.
Something hits Bloated ooze for 221 physical damage.
Something hits Ihki for 77 physical damage.
Something hits Orc cryomancer for 258 physical damage.
Ihki brandishes Vargh Redemption, calling forth the might of the oceans!
Orc cryomancer uses Orcish Fury.
Orc cryomancer enters a state of bloodlust.
Ihki is invigorated by the attack!
Warmaster Gnarg shrugs off the effect 'Frozen'!
Warmaster Gnarg resists the confusion!
Warmaster Gnarg resists the wave!
Ihki shares damage with his oozes!
Ihki's tidal wave hits Bloated ooze for 7 cold, 6 physical (13 total damage).
Ihki's tidal wave hits Warmaster Gnarg for 7 cold, 5 physical (12 total damage).
Ihki's confounding nature area effect hits Warmaster Gnarg for 3 nature damage.
Orc cryomancer's ice storm area effect hits Bloated ooze for 69 cold damage.
Orc cryomancer's ice storm area effect hits Bloated ooze for 76 cold damage.
Orc cryomancer's ice storm area effect hits Warmaster Gnarg for 85 cold damage.
Orc cryomancer's ice storm area effect hits Ihki for 18 cold damage.
Orc cryomancer's ice storm area effect killed Bloated ooze!
Orc cryomancer's ice storm area effect killed Bloated ooze!
Warmaster Gnarg performs a melee critical strike against Ihki!
Ihki shrugs off the critical damage!
Saving game...