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 | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Possessor |
Level / Exp | 28 / 45% |
Size | small |
Lifes / Deaths | Killed by Elalle the elven cultist at level 28 on the 59th Haze 122nd year of Ascendancy at 19:55 / 1 |
Primary Stats
Strength | 61 (base 52) |
Dexterity | 1 (base 12) |
Constitution | 16 (base 10) |
Magic | 12 (base 10) |
Willpower | 74 (base 60) |
Cunning | 33 (base 12) |
Resources
Life | -149/248 |
Psi | 0/315 |
Healing Factor | 1.1683870967742 |
Regeneration | 3.9140967741936 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -40% |
Spell | 0% |
Global | +95.833333333333% |
Vision
Sight | 10 |
Lite | 1 |
Offense: Mainhand
Damage | 108 |
Accuracy | 37 |
Crit Chance | 38% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +6% |
Acid | +5% |
Darkness | +9% |
Fire | +10% |
Nature | +6% |
Offense: Damage Penetration
Acid | +35% |
Light | +25% |
Physical | +9% |
Lightning | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 30.551211628464 (74.117647058824%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 15 |
Physical Save | 45 |
Spell Save | 43 |
Mental Save | 48 |
Defense: Resistances
Acid | + 6%( 70%) |
Arcane | 0%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 41%( 70%) |
Light | + 8%( 70%) |
Temporal | + 8%( 70%) |
Darkness | + 8%( 70%) |
Physical | + 14%( 70%) |
Fire | + 20%( 70%) |
Nature | + 2%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 77% |
Disarm Resistance | 48% |
Silence Resistance | 39% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
Inscriptions (4/4)
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 171 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 497% 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 Dexterity stat. |
Class Talents
Psionic / Possession | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Psychic blows | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Channel Pain |
talent | Force Shield |
detrimental effect | The target is on fire, taking 46.86 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-20% global speed). Solipsism |
detrimental effect | The target is infected by a disease, reducing its dexterity by 33 and doing 68.38 blight damage per turn. Decrepitude Disease |
detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
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 lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 the naga invader, Lady Nashva. * 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 have explored the Maze and vanquished the Horned Horror. * 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within3 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 | Unrodan (0 def, 5 armour) Unrodan (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +3 Str / +2 Mag / +1 Wil Maximum encumbrance: +29 Physical save: +7 (+3 eff.) Mental save: +30 (+10 eff.) Silence immunity: +22% Confusion immunity: +25% Stun/Freeze immunity: +33% Mana each turn: +0.30 Only die when reaching: -20.00 life Maximum mana: +25.00 Spell crit. chance: +2% A pair of boots made of leather. |
Light source | brass lantern 'Glarequeen' brass lantern 'Glarequeen'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Damage when hit (Melee): 12 light Changes resistances: +9% light Changes resistances penetration: +10% acid / +25% light Changes damage: +6% light Physical save: +7 (+3 eff.) Light radius: +2 Healing mod.: +12% 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 | Bleakbait the dwarven-steel helm (0 def, 4 armour) Bleakbait the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +5 Wil Changes resistances: +6% lightning / +8% physical / +3% darkness Changes resistances penetration: +10% lightning Changes damage: +9% lightning Physical save: +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Forestfame' (dig speed 35 turns) iron pickaxe 'Forestfame' (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes stats: +3 Str / +2 Con Changes resistances penetration: +25% acid Changes damage: +6% nature Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Duskrock' steel ring 'Duskrock'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +6% fire Changes damage: +9% darkness / +6% fire Stun/Freeze immunity: +32% Life regen: +1.50 Rings can have magical properties. |
On fingers | Bogpunish BogpunishCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +3% nature / +9% temporal Changes resistances penetration: +15% nature Stun/Freeze immunity: +23% Life regen: +1.00 Rings can have magical properties. |
Around waist | Shimmerstreak the rough leather belt Shimmerstreak the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +9 Cun / +4 Dex Changes resistances: +12% lightning Critical mult.: +25.00% Equilibrium when hit: +0.08 Psi when hit: +0.16 Mental crit. chance: +6% A belt that goes around your waist. |
In main hand | truestriking dwarven-steel greatmaul of crippling (41-61.5 power, 2 apr) truestriking dwarven-steel greatmaul of crippling (41-61.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Physical crit. chance: +10.0% Changes resistances penetration: +9% physical Massive two-handed mauls. |
On hands | Emeliwyn the Prismnigh (0 def, 2 armour) Emeliwyn the Prismnigh (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Damage (Melee): 8 fire Changes stats: +3 Con Changes resistances: +6% lightning / +8% fire / +6% darkness Changes damage: +4% fire Critical mult.: +7.00% Physical save: +13 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +25% Spell crit. chance: +8% Mental crit. chance: +7% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | dwarven-steel plate armour of the dragon (5 def, 11 armour) dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Changes stats: +2 Str / +3 Con Changes resistances: +7% acid / +7% physical / +7% fire / +7% cold / +6% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +24% Knockback immunity: +28% A suit of armour made of metal plates. |
Cloak | Elaba (10 def, 0 armour) Elaba (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+7 eff.) Defense: +10 (+9 eff.) Fatigue: -6% Changes resistances: +12% lightning Changes damage: +6% acid Physical save: +16 (+6 eff.) Spell save: +30 (+10 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +54.00 Maximum stamina: +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's gold amulet of willpower (+4) wanderer's gold amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +2 Wil / +5 Cun / +3 Con Life regen: +0.60 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
movement infusion of the duelist (520% speed; 6 turns) movement infusion of the duelist (520% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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. movement infusion of the psychic (717% speed; 6 turns)movement infusion of the psychic (717% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 717% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the titan (rad 7; power 31; turns 5; dispels darkness)sun infusion of the titan (rad 7; power 31; turns 5; dispels darkness) 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 5 turns. 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. |
wild infusion (resist 20%; cure magical, physical) wild infusion (resist 20%; 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: 17 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 20% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. wild infusion of the wizard (resist 21%; cure mental)wild infusion of the wizard (resist 21%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 21% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
shielding rune of the wizard (absorb 191 for 5 turns) shielding rune of the wizard (absorb 191 for 5 turns)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 5 turns. Its effects scale with your Magic 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. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
This item will automatically be transmogrified when you leave the level. gold ring 'Xerota'gold ring 'Xerota' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Damage when hit (Melee): 12 blight Changes stats: +8 Dex / +4 Mag / +7 Cun Changes damage: +15% blight / +12% arcane Mana each turn: +0.12 Mana when firing critical spell: +5.00 Damage Shield penetration: +40% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Dazzleblur the stralite dagger (28-36.4 power, 12 apr)Dazzleblur the stralite dagger (28-36.4 power, 12 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +12 physical When wielded/worn: Physical power: +14 (+4 eff.) Armour: +4 Changes stats: +2 Con Changes damage: +9% acid / +18% light Light radius: +3 Healing mod.: +15% Sharp, short and deadly. |
dwarven-steel greatmaul (41-61.5 power, 2 apr) dwarven-steel greatmaul (41-61.5 power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
Bokyrek the Glitterrock (24.5-39.2 power, 2 apr) Bokyrek the Glitterrock (24.5-39.2 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 17 bleeding, 60% reduced healing Damage (Melee): +20 insidious poison / +7 mind / +8 light When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Wil Changes resistances: +3% light Massive two-handed swords. |
Tulodegund TulodegundRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +5 fire / +8 cold When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +10% physical Changes damage: +9% fire / +9% cold Spell save: +3 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe (32.5-45.5 power, 5 apr)stralite waraxe (32.5-45.5 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
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. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of burglary blurring rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Changes stats: +3 Dex / +3 Cun / +5 Lck Trap disarming bonus: +7 Stealth bonus: +12 Infravision radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of mindcraft (2 def, 0 armour)cashmere cloak of mindcraft (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun / +4 Wil Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvurin the pair of rough leather boots (0 def, 1 armour) Yvurin the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Changes stats: +8 Dex / +3 Mag / +4 Con / +5 Lck Stealth bonus: +6 Infravision radius: +3 See invisible: +9 A pair of boots made of leather. |
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. |
hardened leather gloves 'Nightfurnace' (0 def, 2 armour) hardened leather gloves 'Nightfurnace' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 cold Changes stats: +3 Str / +2 Dex / +3 Cun Changes resistances: +7% cold Changes resistances penetration: +10% arcane Changes damage: +6% cold Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) Life regen: +2.60 Stamina each turn: +0.40 Psi each turn: +0.22 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Arylratha (0 def, 7 armour)Arylratha (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +12 (+5 eff.) Physical power: +10 (+3 eff.) Armour: +7 Fatigue: +3% Damage when hit (Melee): 12 blight Changes resistances: +15% blight / +9% acid Changes damage: +9% blight Physical save: +19 (+7 eff.) Maximum life: +40.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Porugatha' (2 def, 0 armour)cashmere wizard hat 'Porugatha' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 22 acid Changes resistances: +15% blight / +21% fire / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +12% blight / +14% fire / +21% arcane A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Skydash the dwarven-steel mail armour (12 def, 8 armour)Skydash the dwarven-steel mail armour (12 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +12 (+10 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +16% Damage when hit (Melee): 16 lightning Changes resistances: +15% blight / +12% fire Poison immunity: +30% Disarm immunity: +10% Pinning immunity: +10% Knockback immunity: +15% Life regen: +2.70 Maximum life: +55.00 Healing mod.: +18% A suit of armour made of mail. |
marauder's rough leather armour of lightning resistance (3 def, 2 armour) marauder's rough leather armour of lightning resistance (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +3 Str / +4 Dex Changes resistances: +16% lightning Physical save: +5 (+2 eff.) A suit of armour made of leather. |
244 alchemist agate 244 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. |
3 onyx 3 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. |
aquamarine 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+10 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 56 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (129 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (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. |
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. |
Heathash (15/15, 35-42 power, 3 apr) Heathash (15/15, 35-42 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 40% chance to blind Damage (Ranged): +8 temporal / +16 light / +4 fire / +8 nature Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
Kilnmire [power 25] (20 cooldown) Kilnmire [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +9% mind / +3% fire Changes resistances penetration: +5% fire Changes damage: +3% mind It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
hateful iron torque of psychoportation [power 21] (30 cooldown) hateful iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of charged psionic shield [power 43] (20 cooldown) hateful steel torque of charged psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of thermal psionic shield [power 63] (20 cooldown) psionic dwarven-steel torque of thermal psionic shield [power 63] (20 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 63 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Ravenbliss' [power 25] (20 cooldown) ash totem of thorny skin 'Ravenbliss' [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +9% darkness It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
By Gyubol, Eater of Minds the Yeek Possessor level 10
21st Dusk 122nd year of Ascendancy at 23:54 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 25
53rd Haze 122nd year of Ascendancy at 13:03 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 10
4th Flare 122nd year of Ascendancy at 00:46 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 20
59th Dusk 122nd year of Ascendancy at 07:28 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 22
2nd Haze 122nd year of Ascendancy at 10:53 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 17
49th Dusk 122nd year of Ascendancy at 17:54 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 3
77th Pyre 122nd year of Ascendancy at 05:11 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 10
16th Dusk 122nd year of Ascendancy at 02:46 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 14
41st Dusk 122nd year of Ascendancy at 00:52 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 26
55th Haze 122nd year of Ascendancy at 20:45 see stats
By Gyubol, Eater of Minds the Yeek Possessor level 22
63rd Dusk 122nd year of Ascendancy at 02:22 see stats
Log
Gyubol, Eater of Minds receives 210 healing (163 psi heal).
Elalle the elven cultist casts Virulent Disease.
Gyubol, Eater of Minds shrugs off the effect 'Weakness Disease'!
Burning from Yveth the elven blood mage hits Gyubol, Eater of Minds for (14 absorbed), 0 fire (0 total damage).
Gyubol, Eater of Minds uses Projection.
Character control switched to Projection of Gyubol, Eater of Minds.
Elalle the elven cultist casts Soul Rot.
Elalle the elven cultist's spell attains critical power!
The shield around Gyubol, Eater of Minds crumbles.
Gyubol, Eater of Minds converts some damage to Psi!
Burning from Yveth the elven blood mage hits Gyubol, Eater of Minds for (14 absorbed), 0 fire (0 total damage).
Elalle the elven cultist's Soul Rot hits Gyubol, Eater of Minds for (286 absorbed), 182 to psi, 0 blight (182 total damage).
Burning from Yveth the elven blood mage hits Projection of Gyubol, Eater of Minds for (14 absorbed), 0 fire (0 total damage).
Your body died! You quickly return to your normal one but the shock is terrible!
Gyubol, Eater of Minds is stunned!
Character control switched to Gyubol, Eater of Minds.
Yveth the elven blood mage casts Blood Grasp.
Yveth the elven blood mage's spell attains critical power!
Elalle the elven cultist casts Blood Spray.
Gyubol, Eater of Minds is afflicted by a decrepitude disease!
Something converts some damage to Psi!
Elalle the elven cultist hits Gyubol, Eater of Minds for (239 resilience), 218 blight (219 total damage).
Elalle the elven cultist hits Something for (286 absorbed), 6 to psi, 13 blight (20 total damage).
Yveth the elven blood mage's Blood Grasp drains life from Something!
Something converts some damage to Psi!
Yveth the elven blood mage's Blood Grasp hits Something for 23 to psi, 44 blight (68 total damage).
Something receives 23 healing from Something.
Saving game...