Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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. Ashes of Urh'Rok 1.5.0Official 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:
Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official 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:
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Summoner |
Level / Exp | 23 / 63% |
Size | medium |
Lifes / Deaths | Killed by Aerebretta the hornet swarm at level 23 on the 62nd Haze 122nd year of Ascendancy at 18:20 / 1 |
Primary Stats
Strength | 39 (base 20) |
Dexterity | 9 (base 11) |
Constitution | 18 (base 10) |
Magic | 10 (base 10) |
Willpower | 76 (base 53) |
Cunning | 54 (base 37) |
Resources
Life | -49/412 |
Equilibrium | 62 |
Healing Factor | 1.4138297872341 |
Regeneration | 61.883329787237 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 46.254036314199 |
See Invisible | 46.254036314199 |
Offense: Mainhand
Damage | 31 |
Accuracy | 44 |
Crit Chance | 15% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 44 |
Crit Chance | 16% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Nature | +7% |
Physical | +10% |
Offense: Damage Penetration
Mind | +15% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 26.551211628464 (74.117647058824%) |
Defense | 18 |
Ranged Defense | 22 |
Fatigue | 25 |
Physical Save | 19 |
Spell Save | 40 |
Mental Save | 44 |
Defense: Resistances
Nature | + 33%( 70%) |
Lightning | + 8%( 70%) |
Cold | + 31%( 70%) |
Temporal | + 26%( 70%) |
Blight | + 19%( 70%) |
Acid | + 6%( 70%) |
Fire | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 19% |
Silence Resistance | 17% |
Instadeath Resistance | 100% |
Confusion Resistance | 52% |
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 mental or physical effect and reduce all damage taken by 10% for 5 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Master Summoner |
talent | Psiblades |
talent | Elemental Harmony |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 42.92 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * You've found the needed sandworm tooth. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. * You've found the needed electric eel tail. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Adeba (6 def, 3 armour) Adeba (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +6 Str / +9 Con Changes resistances: +6% acid / +9% lightning Changes damage: +7% physical Spell save: +30 (+10 eff.) Stun/Freeze immunity: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | Glykira GlykiraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Str / +2 Wil / +3 Cun Maximum life: +43.00 Light radius: +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 | cashmere wizard hat 'Betyvena' (2 def, 0 armour) cashmere wizard hat 'Betyvena' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun / +4 Con Changes resistances: +9% nature Changes damage: +3% physical Mental save: +5 (+2 eff.) Disease immunity: +10% Life regen: +0.40 Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Ulfygarim' (0 def, 2 armour) hardened leather gloves 'Ulfygarim' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Str Critical mult.: +20.00% Mindpower: +8 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +50 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | warded dwarven-steel torque of psychoportation [power 36] (18 cooldown) warded dwarven-steel torque of psychoportation [power 36] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 36), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Blindwild' steel ring 'Blindwild'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 8 darkness Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Spellpower: +5 (+1 eff.) Mindpower: +9 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
On fingers | steel ring 'Corpsepulverizer' steel ring 'Corpsepulverizer'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Wil Changes resistances penetration: +15% mind / +10% nature Mental save: +6 (+2 eff.) Psi when hit: +0.08 Rings can have magical properties. |
Around neck | Lightwreath the copper amulet Lightwreath the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +5 Str / +2 Wil / +4 Cun Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
In main hand | summoner's mossy mindstar of slime (2.5-2.75 power, 14 apr, nature damage) summoner's mossy mindstar of slime (2.5-2.75 power, 14 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural mindstar summons a caller. The set is complete. Base power: 2.5 - 2.8 Uses stats: 43% Wil, 14% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +14 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Changes damage: +2% nature Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Max wilder summons: +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. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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 | harmonious thorny mindstar of persecution (8-8.8 power, 29 apr, mind damage) harmonious thorny mindstar of persecution (8-8.8 power, 29 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. The set is complete. Base power: 8.0 - 8.8 Uses stats: 57% Wil, 28% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +29 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +8% Unnatural When wielded/worn: Changes resistances: +4% nature Changes resistances penetration: +2% nature Changes damage: +5% nature Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +0.80 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Max wilder summons: +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. |
Cloak | linen cloak 'Tuletodas' (1 def, 0 armour) linen cloak 'Tuletodas' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) Armour penetration: +2 Defense: +1 (+1 eff.) Changes stats: +3 Str Changes resistances: +9% temporal Disease immunity: +10% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Neryrevea the steel plate armour (10 def, 13 armour) Neryrevea the steel plate armour (10 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +13 Defense: +10 (+6 eff.) Fatigue: +22% Changes stats: +2 Cun / +1 Str Changes resistances: +17% temporal / +15% fire Mental save: +12 (+4 eff.) Life regen: +0.20 Healing mod.: +5% A suit of armour made of metal plates. |
Inventory
wild infusion of the titan (resist 14%; cure magical, physical) wild infusion of the titan (resist 14%; 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: 18 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 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the warrior (102 cold damage; freeze 3 turns with power 42)biting gale rune of the warrior (102 cold damage; freeze 3 turns with power 42) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 102.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 42 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 345 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
mule's copper ring of perseverance mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
Elerin (10 def, 0 armour) Elerin (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+6 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% darkness Changes resistances penetration: +15% mind Changes damage: +9% mind Poison immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 65.55 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Flareripper' (0 def, 2 armour) dwarven-steel gauntlets 'Flareripper' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +2 Damage when hit (Melee): 8 darkness Changes stats: +4 Str Changes resistances: +18% fire Changes resistances penetration: +10% fire Changes damage: +6% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Aeriba' (0 def, 1 armour) iron gauntlets 'Aeriba' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str / +3 Wil / +1 Cun / +5 Con Changes resistances: +6% cold Changes damage: +3% cold Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Pitchstun the hardened leather cap (0 def, 3 armour) Pitchstun the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 acid Changes stats: +5 Str / +6 Dex Changes resistances: +9% darkness / +9% acid Changes damage: +6% darkness A cap made of leather. |
11 agate 11 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. |
168 alchemist agate 168 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Lorygas' (dig speed 31 turns) iron pickaxe 'Lorygas' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Str Changes resistances: +9% acid / +6% fire / +3% darkness / +3% temporal Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 36.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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), 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. |
dwarven-steel torque of charged psionic shield [power 79] (12 cooldown) dwarven-steel torque of charged psionic shield [power 79] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 79 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of thermal psionic shield [power 49] (10 cooldown) quick dwarven-steel torque of thermal psionic shield [power 49] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of mindblast [power 141] (4 cooldown) quiet steel torque of mindblast [power 141] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to fire a blast of psionic energies in a range 9 beam dealing 70.50 to 141.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield 'Lightguile' [power 143] (12 cooldown) voratun torque of kinetic psionic shield 'Lightguile' [power 143] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Maximum wards: +2 physical / +2 mind / +4 darkness Changes damage: +6% light / +6% mind Talent cooldown: Silence (-1 turn) Talents granted: +1 Ward +4 Silence Light radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Glorominne [power 2] (6 cooldown) Glorominne [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 16 physical Changes stats: +2 Dex Changes resistances: +12% lightning / +12% fire Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +6.00% It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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: +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. |
10 zircon 10 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 Cziclis the Green the Yeek Summoner level 11
17th Dusk 122nd year of Ascendancy at 20:42 see stats
By Cziclis the Green the Yeek Summoner level 23
61st Haze 122nd year of Ascendancy at 14:28 see stats
By Cziclis the Green the Yeek Summoner level 10
3rd Dusk 122nd year of Ascendancy at 01:54 see stats
By Cziclis the Green the Yeek Summoner level 20
14th Haze 122nd year of Ascendancy at 08:07 see stats
By Cziclis the Green the Yeek Summoner level 20
15th Haze 122nd year of Ascendancy at 04:09 see stats
By Cziclis the Green the Yeek Summoner level 10
8th Dusk 122nd year of Ascendancy at 08:06 see stats
By Cziclis the Green the Yeek Summoner level 13
32nd Dusk 122nd year of Ascendancy at 20:01 see stats
By Cziclis the Green the Yeek Summoner level 17
78th Dusk 122nd year of Ascendancy at 09:46 see stats
Log
Cziclis the Green summons a Spider!
Aerebretta the hornet swarm is knocked back!
Cziclis the Green receives 141 healing.
Aerebretta the hornet swarm shoots!
Aerebretta the hornet swarm's Shoot hits Cziclis the Green for 87 physical damage.
Aerebretta the hornet swarm's Shoot hits Cziclis the Green for 95 physical damage.
Aerebretta the hornet swarm shoots!
Cziclis the Green uses Infusion: Regeneration.
Cziclis the Green starts regenerating health quickly.
Aerebretta the hornet swarm's Shoot hits Cziclis the Green for 96 physical damage.
Aerebretta the hornet swarm's Shoot hits Cziclis the Green for 97 physical damage.
Aerebretta the hornet swarm is poisoned!
Something hits Aerebretta the hornet swarm for 25 nature damage.
Poison from Giant spider hits Aerebretta the hornet swarm for 25 nature damage.
Aerebretta the hornet swarm shoots!
Character control switched to giant spider.
Aerebretta the hornet swarm's Shoot hits Cziclis the Green for 86 physical damage.
Aerebretta the hornet swarm's Shoot killed Cziclis the Green!
Aerebretta the hornet swarm strafes with his steamguns!
Giant spider is knocked back!
Giant spider is dazed!
Poison from Giant spider hits Aerebretta the hornet swarm for 10 nature damage.
Guwen the copperhead snake's Pulse Detonator hits giant spider for 233 physical damage.
Aerebretta the hornet swarm strafes with his steamguns!
Giant spider is not dazed anymore.
Character control switched to Cziclis the Green.
Saving game...