Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Ashes of Urh'Rok 1.4.0Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 7 / 87% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 34 (base 30) |
| Cunning | 28.804082322404 (base 20) |
Resources
| Life | 164/164 |
| Stamina | 189/189 |
| Equilibrium | 28 |
| Healing Factor | 1.1261132042237 |
| Regeneration | 0.28152830105592 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 24 |
| Crit Chance | 9% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 24 |
| Crit Chance | 9% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 2 |
| Physical Save | 9 |
| Spell Save | 22 |
| Mental Save | 28 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| talent | Mitosis |
| talent | Meditation |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. * You have been sent to commune with the Tree of Ages for wisdom about these strange happening. | active |
Equipment
| On feet | [vs. grounding pair of rough leather boots (0 def, 1 armour) (On feet)] grounding pair of rough leather boots (0 def, 1 armour)grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +5%(-) lightning / +5%(-) temporal A pair of boots made of leather. |
| Light source | [vs. bright brass lantern (Light source)] bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 (-) 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. rough leather cap of constitution (+2) (0 def, 1 armour) (On head)] rough leather cap of constitution (+2) (0 def, 1 armour)rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Con A cap made of leather. |
| Tool | [vs. The Cog (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5(-) Cun / +3(-) Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | [vs. savage's copper ring (On fingers)] savage's copper ringsavage's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1(-) Con Spell save: +10 (+8 eff.) (-) Maximum stamina: +11.00 (-) Rings can have magical properties. |
| Around neck | [vs. Yvasewe (Around neck)] YvaseweYvasewe Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-30) item acid corrode Changes resistances: +11%(-) temporal Pinning immunity: +22% (-) Knockback immunity: +20% (-) Amulets can have magical properties. |
| In main hand | [vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand, 1 of 2)] epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage)epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 4.5 - 5.0 Uses stats: 67% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +5%(-) mind / +4%(-) acid Equilibrium when hit: +0.50 (-) Mindpower: +11 (+6 eff.) (-) Mental crit. chance: +3% (-) 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. insulating rough leather belt (Around waist)] insulating rough leather beltinsulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) fire / +6%(-) cold A belt that goes around your waist. |
| In off hand | [vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand, 1 of 2)] creative vined mindstar (5.5-6.05 power, 35 apr, nature damage)creative vined mindstar (5.5-6.05 power, 35 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(+1.0 - +1.1) Uses stats: 67% Wil, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 (+0) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +4 Cun Changes damage: +0%(-5%) mind / +0%(-4%) acid Critical mult.: +5.00% Equilibrium when hit: +0.00 (-0.50) Mindpower: +8 (+4 eff.) (-4 (-2 eff.)) Mental crit. chance: +2% (-1%) 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. thick linen cloak (1 def, 6 armour) (Cloak)] thick linen cloak (1 def, 6 armour)thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) cold 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. Earildir (0 def, 0 armour) (Main armor)] Earildir (0 def, 0 armour)Earildir (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6%(-) acid / +16%(-) fire Changes damage: +11%(-) fire Mindpower: +2 (+1 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand)] ash starstaff (15-18 power, 3 apr, darkness element)This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+10.5 - +13.1) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-32) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-4%) acid / +15% darkness / +0%(-5%) mind Talent granted: +1 Command Staff Equilibrium when hit: +0.00 (-0.50) Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-3%) Staves designed for wielders of magic, by the greats of the art. |
[vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand)] Sootburst the steel greatmaul (26-39 power, 2 apr)This item will automatically be transmogrified when you leave the level. Sootburst the steel greatmaul (26-39 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0(+21.5 - +34.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-33) Physical crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 40% chance to inflict damage reduction (+40%) Damage (Melee): +31 insidious poison When wielded/worn: Damage when hit (Melee): 4 fire Changes damage: +0%(-4%) acid / +3% darkness / +0%(-5%) mind Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-3%) Massive two-handed mauls. |
[vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand)] steel waraxe of phasing (13-18.2 power, 10 apr)This item will automatically be transmogrified when you leave the level. steel waraxe of phasing (13-18.2 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2(+8.5 - +13.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-25) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes damage: +0%(-5%) mind / +0%(-4%) acid Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-3%) One-handed war axes. |
[vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand, 1 of 2)] iron dagger (11-14.3 power, 5 apr)This item will automatically be transmogrified when you leave the level. iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3(+6.5 - +9.4) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-30) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-5%) mind / +0%(-4%) acid Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand, 1 of 2)] iron dagger (11-14.3 power, 5 apr)This item will automatically be transmogrified when you leave the level. iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3(+6.5 - +9.4) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-30) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-5%) mind / +0%(-4%) acid Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand, 1 of 2)] steel dagger 'Mireschism' (11-14.3 power, 6 apr)This item will automatically be transmogrified when you leave the level. steel dagger 'Mireschism' (11-14.3 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3(+6.5 - +9.4) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-29) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 6% (+6%) Burst (radius 2) on crit: +4 nature / +4 fire When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes damage: +0%(-5%) mind / +0%(-4%) acid Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand, 1 of 2)] mossy mindstar (2.5-2.75 power, 12 apr, mind damage)mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-2.0 - -2.2) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-23) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-5%) mind / +0%(-4%) acid Equilibrium when hit: +0.00 (-0.50) Mindpower: +2 (+1 eff.) (-9 (-5 eff.)) Mental crit. chance: +1% (-2%) 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. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand, 1 of 2)] mossy mindstar (3-3.3 power, 12 apr, nature damage)mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-1.5 - -1.6) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-23) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-5%) mind / +0%(-4%) acid Equilibrium when hit: +0.00 (-0.50) Mindpower: +2 (+1 eff.) (-9 (-5 eff.)) Mental crit. chance: +1% (-2%) 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. epiphanous vined mindstar of the jelly (4.5-4.95 power, 35 apr, mind damage) (In main hand)] ranger's rough leather slingThis item will automatically be transmogrified when you leave the level. ranger's rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-35) Physical crit. chance: +0.0% (-3.0%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Changes stats: +1 Dex Changes damage: +0%(-5%) mind / +0%(-4%) acid Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-3%) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of vileness (11/11, 15.5-18.6 power, 1 apr)pouch of iron shots of vileness (11/11, 15.5-18.6 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 11 On weapon hit: * 5% chance to disease Damage (Ranged): +6 blight Shots are used with slings to pummel your foes to death. |
2 agate 2 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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. |
[vs. The Cog (Tool)] woodsman's iron pickaxe (dig speed 38 turns)woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Cun / +0(-3) Wil Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Achievements
Log
Shade's Slime Spit killed Fox!
Talent Slime Spit is ready to use.
Talent Acid Splash is ready to use.
Talent Poisonous Spores is ready to use.
Talent Mucus is ready to use.
Talent Meditation is ready to use.
Shade meditates on nature.
Shade picks up (i.): ranger's rough leather sling.
There is a way to the next level here (press '' or right click to use).
Shade picks up (l.): spinel.
Resting starts...
Rested for 37 turns (stop reason: all resources and life at maximum).
Shade picks up (d.): steel waraxe of phasing (13-18.2 power, 10 apr).
There is a way to the next level here (press '' or right click to use).
Ran for 51 turns (stop reason: at exit).
Shade wears (replacing mossy mindstar (3-3.3 power, 12 apr, nature damage)): creative vined mindstar (5.5-6.05 power, 18 apr, nature damage).
Shade deactivates Mitosis.
Shade deactivates Psiblades.
Shade meditates on nature.
