Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 20 / 87% |
Size | medium |
Lifes / Deaths | Killed by Grgglck the Devouring Darkness at level 17 on the 12nd Wealth 122nd year of Ascendancy at 06:42 / 2Killed by Ivyldawyn the gigantic sandworm tunneler at level 20 on the 12nd Dearth 122nd year of Ascendancy at 14:54 |
Antimagic | Follower |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 13 (base 10) |
Magic | 8 (base 10) |
Willpower | 53 (base 48) |
Cunning | 47 (base 41) |
Resources
Life | -65/422 |
Equilibrium | 28 |
Healing Factor | 1.3483363011315 |
Regeneration | 3.0337566775459 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 35.679862542722 |
Offense: Mainhand
Damage | 42 |
Accuracy | 40 |
Crit Chance | 24% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 40 |
Crit Chance | 21% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Nature | +13% |
Acid | +42% |
Darkness | +21% |
Cold | +3% |
Blight | +5% |
Mind | +6% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 3.9999999999995 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 33 |
Mental Save | 47 |
Defense: Resistances
Acid | + 49%( 70%) |
Cold | + 18%( 70%) |
All | + 7%( 70%) |
Darkness | + 18%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 18%( 70%) |
Lightning | + 13%( 70%) |
Fire | + 15%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 62% |
Confusion Resistance | 43% |
Instadeath Resistance | 100% |
Poison Resistance | 52% |
Blind Resistance | 52% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 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 285 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.49 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved mental save by +12. | done |
You failed to protect the lost defiler from death by Neralaith the great wolf. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. Zydin (0 def, 2 armour) (On feet)] Zydin (0 def, 2 armour)Zydin (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 (-) Changes resistances: +3%(-) nature Confusion immunity: +20% (-) Stun/Freeze immunity: +20% (-) Infravision radius: +1 (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A pair of boots made of leather. |
Light source | [vs. Dagayahell the brass lantern (Light source)] Dagayahell the brass lanternDagayahell the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2(-) Cun Changes resistances: +6%(-) acid / +9%(-) temporal Cut immunity: +10% (-) Only die when reaching: -40.00 life (-) Light radius: +5 (-) See invisible: +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 | [vs. Floehack (1 def, 0 armour) (On head)] Floehack (1 def, 0 armour)Floehack (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +2(-) Dex / +1(-) Wil Changes damage: +15%(-) acid / +3%(-) cold Equilibrium when hit: +0.70 (-) Psi when hit: +0.80 (-) Hate when hit: +0.90 (-) A pointy cloth hat, very wizardly... |
On hands | [vs. Dusktooth (0 def, 2 armour) (On hands)] Dusktooth (0 def, 2 armour)Dusktooth (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+9 eff.) (-) Armour: +2 (-) Damage when hit (Melee): 6(-) acid Changes stats: +3(-) Dex Changes resistances: +3%(-) nature / +6%(-) darkness Changes resistances penetration: +5%(-) acid Changes damage: +15%(-) darkness 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. |
Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (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: +15 (-) Damage when hit (Melee): 10(-) draining blight Changes damage: +5%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | [vs. steel ring of nature (+26%) (On fingers, 1 of 2)] steel ring of nature (+26%)steel ring of nature (+26%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26%(-) nature Changes damage: +13%(-) nature Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. steel ring of nature (+26%) (On fingers, 1 of 2)] Vorulaith the AirsteelVorulaith the Airsteel Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +0%(-26%) nature Changes resistances penetration: +5% lightning Changes damage: +0%(-13%) nature Critical mult.: +15.00% Mental save: +10 (+3 eff.) Confusion immunity: +23% Mindpower: +30 (+9 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | [vs. gold amulet 'Frozentrail' (Around neck)] gold amulet 'Frozentrail'gold amulet 'Frozentrail' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): 0(-20) item expose Changes resistances: +12%(-) cold / +12%(-) mind / +9%(-) fire Changes damage: +6%(-) mind Talent masteries: +0.19(-) Wild-gift / Corrosive blades Amulets make your neck look great! |
In main hand | [vs. Bloomsoul (8-9 power, 13 apr, nature damage) (In main hand, 1 of 2)] Bloomsoul (8-9 power, 13 apr, nature damage)Bloomsoul (8-9 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) When wielded/worn: Talent masteries: +0.30(-) Wild-gift / Fungus Life regen: +2.00 (-) Mindpower: +8 (+3 eff.) (-) Mental crit. chance: +4% (-) Healing mod.: +20% (-) Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 34 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
Around waist | [vs. Dimtrial (Around waist)] DimtrialDimtrial Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% (-) Damage when hit (Melee): 4(-) darkness Changes stats: +4(-) Cun / +3(-) Dex Changes resistances: +6%(-) darkness Changes resistances penetration: +5%(-) acid Changes damage: +12%(-) acid / +15%(-) fire / +6%(-) darkness Mental crit. chance: +6% (-) A belt that goes around your waist. |
In off hand | [vs. Bloomsoul (8-9 power, 13 apr, nature damage) (In main hand, 1 of 2)] blooming thorny mindstar of balance (9-10 power, 24 apr, mind damage)blooming thorny mindstar of balance (9-10 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(+1.0 - +1.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+11) Crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) When wielded/worn: Talent mastery: +0.00(-0.30) Wild-gift / Fungus Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Life regen: +0.00 (-2.00) Equilibrium when hit: +1.40 Mindpower: +6 (+2 eff.) (-2 (-1 eff.)) Mental crit. chance: +3% (-1%) Healing mod.: +12% (-8%) Heals friendly targets nearby when you use a nature summon: +11 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. Blazedash (1 def, 0 armour) (Cloak)] Blazedash (1 def, 0 armour)Blazedash (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Wil Changes resistances: +6%(-) lightning Changes damage: +3%(-) acid Critical mult.: +5.00% (-) Equilibrium when hit: +0.12 (-) Maximum life: +33.00 (-) 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. slimy linen robe of corrosion (+18%) (0 def, 0 armour) (Main armor)] slimy linen robe of corrosion (+18%) (0 def, 0 armour)slimy linen robe of corrosion (+18%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * 3% chance to slow global speed by 60% * 4 arcane resource burn Damage when hit (Melee): 0(-3) item nature slow / 0(-4) item manaburn arcane Changes resistances: +18%(-) acid / +7%(-) all Changes damage: +12%(-) acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 618%; cd 12) movement infusion of the psychic (speed 618%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% 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. It can be used to 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 559%; cd 18) movement infusion of the psychic (speed 559%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 559% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 228; 17 cd)] (on body)] regeneration infusion of the psychic (heal 258; 17 cd)regeneration infusion of the psychic (heal 258; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 258(-27) life over 5 turns. 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 nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 228; 17 cd)] (on body)] regeneration infusion of the psychic (heal 240; 15 cd)regeneration infusion of the psychic (heal 240; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(-2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240(-45) life over 5 turns. 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 nature talent. |
[vs. Infusion: Wild (on body)] wild infusion of the psychic (res 27%; magical; dur 2; cd 15)wild infusion of the psychic (res 27%; magical; dur 2; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+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 and -physical effect and reduce all damage taken by 27%(+13%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
[vs. Infusion: Wild (on body)] wild infusion of the psychic (res 27%; magical; dur 2; cd 15)wild infusion of the psychic (res 27%; magical; dur 2; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+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 and -physical effect and reduce all damage taken by 27%(+13%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
[vs. Infusion: Wild (on body)] wild infusion of the psychic (res 26%; magical; dur 3; cd 10)wild infusion of the psychic (res 26%; magical; dur 3; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10(-4) 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 and -physical effect and reduce all damage taken by 26%(+12%) for 3(-1) turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
[vs. gold amulet 'Frozentrail' (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 / 0(-20) item expose Damage (Ranged): 5 mind Changes resistances: +0%(-12%) cold / +0%(-12%) mind / +0%(-9%) fire Changes damage: +0%(-6%) mind Talent mastery: +0.00(-0.19) Wild-gift / Corrosive blades 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... |
[vs. gold amulet 'Frozentrail' (Around neck)] copper amulet 'Belotta'copper amulet 'Belotta' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose Changes stats: +2 Wil Changes resistances: +3% blight / +9%(-3%) cold / +0%(-12%) mind / +0%(-9%) fire Changes damage: +0%(-6%) mind Talent mastery: +0.00(-0.19) Wild-gift / Corrosive blades Mental save: +5 (+2 eff.) Blindness immunity: +20% Disarm immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
[vs. steel ring of nature (+26%) (On fingers, 1 of 2)] StarspireStarspire Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% Damage when hit (Melee): 6 light / 4 fire Changes resistances: +0%(-26%) nature / +22% fire Changes resistances penetration: +20% fire Changes damage: +0%(-13%) nature / +11% fire Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring of nature (+26%) (On fingers, 1 of 2)] savior's copper ring of lightning (+20%)savior's copper ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning / +0%(-26%) nature Changes damage: +10% lightning / +0%(-13%) nature Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring of nature (+26%) (On fingers, 1 of 2)] titan's steel ring of corrosion (+22%)titan's steel ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% acid / +0%(-26%) nature Changes damage: +11% acid / +0%(-13%) nature Physical save: +8 (+4 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring of nature (+26%) (On fingers, 1 of 2)] wizard's gold ringThis item will automatically be transmogrified when you leave the level. wizard's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +0%(-26%) nature Changes damage: +0%(-13%) nature Spell save: +10 (+5 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Bloomsoul (8-9 power, 13 apr, nature damage) (In main hand, 1 of 2)] creative vined mindstar of clarity (5-6 power, 18 apr, mind damage)creative vined mindstar of clarity (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-3.0 - -3.3) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+5) Crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) When wielded/worn: Changes stats: +2 Cun Talent mastery: +0.00(-0.30) Wild-gift / Fungus Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mental save: +2 (+1 eff.) Life regen: +0.00 (-2.00) Maximum psi: +12.00 Mindpower: +4 (+1 eff.) (-4 (-2 eff.)) Mental crit. chance: +2% (-2%) Healing mod.: +0% (-20%) 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. Bloomsoul (8-9 power, 13 apr, nature damage) (In main hand)] potent yew magestaff of warding (23-28 power, 4 apr, fire element)This item will automatically be transmogrified when you leave the level. potent yew magestaff of warding (23-28 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 23.0 - 27.6(+15.0 - +18.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-9) Crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) When wielded/worn: Armour: +5 Defense: +5 (+5 eff.) Maximum wards: +2 fire Changes damage: +23% fire Talent mastery: +0.00(-0.30) Wild-gift / Fungus Talents granted: +2 Ward +1 Command Staff Life regen: +0.00 (-2.00) Spellpower: +13 (+6 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-4%) Healing mod.: +0% (-20%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Dimtrial (Around waist)] Zanydedig the rough leather beltZanydedig the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-4) Cun / +0(-3) Dex Changes resistances: +0%(-6%) darkness / +9% fire Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) acid / +0%(-15%) fire / +0%(-6%) darkness Maximum life: +30.00 Mental crit. chance: +0% (-6%) A belt that goes around your waist. |
[vs. slimy linen robe of corrosion (+18%) (0 def, 0 armour) (Main armor)] Yarineg the linen robe (0 def, 0 armour)Yarineg the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 0(-3) item nature slow / 0(-4) item manaburn arcane Changes stats: +2 Cun Changes resistances: +0%(-18%) acid / +18% nature / +7%(-) all Changes resistances penetration: +25% mind Changes damage: +12% nature / +0%(-12%) acid Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Dusktooth (0 def, 2 armour) (On hands)] storm rough leather gloves of dexterity (+2) (0 def, 1 armour)storm rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+7 eff.) (-4 (-2 eff.)) Armour: +1 (-1) Damage (Melee): 5 lightning Damage when hit (Melee): 0(-6) acid Changes stats: +2(-1) Dex Changes resistances: +6% lightning / +0%(-3%) nature / +0%(-6%) darkness Changes resistances penetration: +0%(-5%) acid Changes damage: +3% lightning / +0%(-15%) darkness 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. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
143 alchemist agate 143 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Dagayahell the brass lantern (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-2) Cun Changes resistances: +0%(-6%) acid / +0%(-9%) temporal / +30% light Changes damage: +10% light Cut immunity: +0% (-10%) Only die when reaching: +0.00 life (+40.00 life) Light radius: +5 (-) See invisible: +0 (-3) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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. |
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) Activation costs 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. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)] overpowered yew totem of stinging [power 470] (22 cooldown)overpowered yew totem of stinging [power 470] (22 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to sting an enemy dealing 531 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sinn the Dwarf Oozemancer level 17
35th Profit 122nd year of Ascendancy at 11:43 see stats
By Sinn the Dwarf Oozemancer level 19
28th Wealth 122nd year of Ascendancy at 18:54 see stats
By Sinn the Dwarf Oozemancer level 19
22nd Wealth 122nd year of Ascendancy at 13:56 see stats
By Sinn the Dwarf Oozemancer level 10
29th Voratun 122nd year of Ascendancy at 23:12 see stats
By Sinn the Dwarf Oozemancer level 20
29th Wealth 122nd year of Ascendancy at 03:25 see stats
By Sinn the Dwarf Oozemancer level 20
29th Wealth 122nd year of Ascendancy at 05:26 see stats
By Sinn the Dwarf Oozemancer level 20
12nd Dearth 122nd year of Ascendancy at 01:52 see stats
By Sinn the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 04:58 see stats
By Sinn the Dwarf Oozemancer level 12
4th Profit 122nd year of Ascendancy at 06:03 see stats
By Sinn the Dwarf Oozemancer level 18
19th Wealth 122nd year of Ascendancy at 12:06 see stats
By Sinn the Dwarf Oozemancer level 17
12nd Wealth 122nd year of Ascendancy at 06:42 see stats
Log
Sinn uses Acidbeam.
Sinn's mind surges with critical power!
Sinn hits Ivyldawyn the gigantic sandworm tunneler for 520 acid damage.
Ivyldawyn the gigantic sandworm tunneler uses Dual Strike.
Sinn's natural acid becomes more concentrated!
Sinn is stunned!
Ivyldawyn the gigantic sandworm tunneler performs a melee critical strike against Sinn!
Sinn is pinned to the ground.
Ivyldawyn the gigantic sandworm tunneler hits Sinn for 70 physical, 6 healing, 125 physical, 2 healing (195 total damage) [8 healing].
Melee retaliation hits Ivyldawyn the gigantic sandworm tunneler for 10 blight, 5 darkness, 9 acid, 0 arcane, 4 blight, 2 darkness, 4 acid, 0 arcane (34 total damage).
Sinn uses Infusion: Healing.
Sinn receives 67 healing from Infusion: Healing.
Nature's Touch is still on cooldown for 1 turns.
Sinn uses Resilience of the Dwarves.
Sinn's skin turns to stone.
Sinn uses Infusion: Wild.
Sinn is no longer pinned.
Sinn is cured!
Sinn lessens the pain.
Sinn uses Infusion: Regeneration.
Sinn starts regenerating health quickly.
Ivyldawyn the gigantic sandworm tunneler uses Twist the Knife.
Sinn's natural acid becomes more concentrated!
Sinn's Stunned was extended!
Sinn's Pain Suppression was disrupted!
Ivyldawyn the gigantic sandworm tunneler hits Sinn for 90 physical, 3 healing, 69 physical (158 total damage) [3 healing].
Melee retaliation hits Ivyldawyn the gigantic sandworm tunneler for 5 blight, 2 darkness, 4 acid, 0 arcane, 5 blight, 2 darkness, 4 acid, 0 arcane (24 total damage).
Sinn the level 20 dwarf oozemancer was dissected to death by Ivyldawyn the gigantic sandworm tunneler on level 2 of Sandworm lair.