Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 18 / 27% |
Size | medium |
Lifes / Deaths | Killed by Eilinebreda the sandworm at level 18 on the 18th Haze 122nd year of Ascendancy at 10:39 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 22 (base 10) |
Constitution | 24 (base 10) |
Magic | 15 (base 10) |
Willpower | 64.863394928494 (base 46) |
Cunning | 54.863394928494 (base 37) |
Resources
Life | 0/384 |
Equilibrium | 61 |
Steam | 100/100 |
Healing Factor | 1.1082474226804 |
Regeneration | 1.8286082474227 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +90.909090909091% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 36.466456502806 |
See Invisible | 36.466456502806 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 50 |
Accuracy | 39 |
Crit Chance | 17% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 39 |
Crit Chance | 16% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Temporal | +9% |
Nature | +12% |
Lightning | +21% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Lightning | +13% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 24 |
Mental Save | 39 |
Defense: Resistances
Acid | + 28%( 70%) |
Physical | + 7%( 70%) |
Cold | + 11%( 70%) |
All | + 4%( 70%) |
Lightning | + 43%( 70%) |
Light | + 10%( 70%) |
Temporal | + 27%( 70%) |
Fire | + 12%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 10% |
Poison Resistance | 64% |
Blind Resistance | 74% |
Disarm Resistance | 100% |
Bleed Resistance | 64% |
Pinning Resistance | 66% |
Instadeath Resistance | 100% |
Knockback Resistance | 63% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Acidic Skin |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
detrimental effect | Reduces global action speed by 10%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Nature damage increased by 6%. Natural Acid |
beneficial effect | The target is recovering 12 life each turn. Recovery |
beneficial effect | You gain 27% resistance against nature. Resolve |
Quests
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 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | Aeronn the Bleakcut (0 def, 1 armour) Aeronn the Bleakcut (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +5% darkness Changes damage: +9% temporal Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Light source | Poroldatta the brass lantern Poroldatta the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Con Equilibrium when hit: +0.04 Mindpower: +8 (+3 eff.) Light radius: +6 Infravision radius: +2 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 | hardened leather cap 'Strikekarma' (0 def, 3 armour) hardened leather cap 'Strikekarma' (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Wil / +2 Cun Changes resistances: +5% cold / +5% fire Changes resistances penetration: +5% lightning Changes damage: +6% lightning Mindpower: +3 (+1 eff.) A cap made of leather. |
On hands | iron gauntlets 'Flashspire' (0 def, 1 armour) iron gauntlets 'Flashspire' (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +6% lightning Talent granted: +2 Iron Grip Disarm immunity: +70% Life regen: +1.40 Stamina each turn: +0.70 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | rushing elm totem of cure ailments [power 1] (10 cooldown) rushing elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +1 Rushing Claws It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties. |
On fingers | Glowveil the steel ring Glowveil the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -2% Changes stats: +7 Str / +4 Con Changes resistances: +22% acid / +6% light Changes damage: +11% acid Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
Around neck | Smearwrest the steel amulet Smearwrest the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil Changes resistances: +12% temporal Changes damage: +6% nature / +3% lightning Mental save: +5 (+2 eff.) Confusion immunity: +10% Pinning immunity: +24% Knockback immunity: +20% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
In main hand | parasitic thorny mindstar of storms (8-8.8 power, 40 apr, nature damage) parasitic thorny mindstar of storms (8-8.8 power, 40 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. The set is complete. Base power: 8.0 - 8.8 Uses stats: 69% Wil, 34% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +4 Str / +5 Dex / +5 Mag / +7 Wil / +7 Cun / +5 Con Changes resistances: +9% lightning Changes resistances penetration: +8% lightning Changes damage: +6% lightning Hate when firing a critical mind attack: +1.00 Maximum hate: +12.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +3% Life leech chance: +5% Life leech: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Falyvon the Morbusjustice Falyvon the Morbusjustice Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -12% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +20 Maximum life: +34.00 Light radius: +3 A belt that goes around your waist. |
In off hand | wyrm's mossy mindstar of balance (2.5-2.75 power, 20 apr, mind damage) wyrm's mossy mindstar of balance (2.5-2.75 power, 20 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. The natural wyrm seeks an element. The set is complete. Base power: 2.5 - 2.8 Uses stats: 51% Wil, 17% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 lightning / 2 physical / 2 cold / 2 fire / 2 acid Changes resistances: +3% lightning / +3% physical / +2% cold / +3% acid / +3% fire Physical save: +3 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Equilibrium when hit: +0.60 Mindpower: +3 (+1 eff.) Mental crit. chance: +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 'Glarewalker' (1 def, 0 armour) linen cloak 'Glarewalker' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +9 Cun / +2 Dex Changes resistances: +12% lightning Mental save: +9 (+3 eff.) Stun/Freeze immunity: +20% Maximum hate: +4.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Oluneg (2 def, 4 armour) Oluneg (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil Changes resistances: +17% lightning Changes damage: +9% mind Maximum hate: +4.00 A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 125% / cooldown 62%) medical injector implant of the psychic (efficiency 125% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 119% / cooldown 84%) medical injector implant of the sneak (efficiency 119% / cooldown 84%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 84%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Brodyhell the Shimmervein Brodyhell the ShimmerveinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Con Changes resistances: +6% blight Changes resistances penetration: +20% lightning Changes damage: +21% lightning Physical save: +10 (+5 eff.) Life regen: +1.70 Maximum life: +52.00 Amulets can have magical properties. |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
warrior's copper ring of nature (+20%) warrior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
manaburning vined mindstar (5-5.5 power, 18 apr, nature damage) manaburning vined mindstar (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn When wielded/worn: Changes resistances: +3% arcane Mindpower: +4 (+2 eff.) Mental crit. chance: +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. |
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. |
Viperbreacher ViperbreacherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +3% nature Changes resistances penetration: +15% nature / +5% mind Changes damage: +3% nature Grants telepathy: Demon/Minor Demon/Major Spell save: +7 (+4 eff.) Mental crit. chance: +3% Size category: +1 A belt that goes around your waist. |
Corpsereeve the linen cloak (1 def, 6 armour) Corpsereeve the 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.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +11% cold Changes damage: +3% nature / +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Halimas the Blazereek (1 def, 0 armour) Halimas the Blazereek (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+10 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Changes stats: +6 Con Changes resistances penetration: +15% light Grants telepathy: Demon/Minor Demon/Major Maximum life: +51.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islimira (1 def, 0 armour) Islimira (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +12 (+7 eff.) Armour penetration: +4 Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun Changes resistances: +1% physical Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinomira (0 def, 3 armour) Eilinomira (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% arcane Critical mult.: +6.00% Life regen: +1.70 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brenoruihir (9 def, 1 armour) Brenoruihir (9 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) Physical crit. chance: +2.0% Armour: +1 Defense: +9 (+9 eff.) Ranged Defense: +9 (+9 eff.) Changes stats: +4 Str / +2 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Numa (0 def, 1 armour) Ce'Numa (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) Armour: +1 Changes stats: +1 Mag Critical mult.: +5.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Duvorek the Bileknight (0 def, 1 armour) Duvorek the Bileknight (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +6% nature / +12% acid Changes resistances penetration: +15% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 62.31 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. |
Murkhue the rough leather gloves (0 def, 1 armour) Murkhue the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+6 eff.) Armour: +1 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 darkness Changes stats: +3 Dex Changes resistances penetration: +10% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xaneldanne (0 def, 1 armour) Xaneldanne (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Cun / +2 Str Critical mult.: +15.00% Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Sileldatta' (3 def, 11 armour) iron gauntlets 'Sileldatta' (3 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +11 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Damage (Melee): 6 physical Changes stats: +1 Con Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Aerebeth (10 def, 0 armour) Aerebeth (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +10 (+10 eff.) Ranged Defense: +9 (+9 eff.) Changes resistances: +12% cold / +12% fire Blindness immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 51.31 to 153.94 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Dawnresolve the rough leather hat (0 def, 1 armour) Dawnresolve the rough leather hat (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 20 mind Changes stats: +3 Str / +2 Con Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Light radius: +3 A hat made of leather. Very stylish. |
Issegar the rough leather hat (0 def, 1 armour) Issegar the rough leather hat (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +3 Mag / +4 Wil Changes resistances: +6% blight / +7% cold / +3% nature Allows you to breathe in: water A hat made of leather. Very stylish. |
Layiwen the rough leather cap (0 def, 1 armour) Layiwen the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +4 Dex / +3 Wil / +5 Cun Mindpower: +3 (+1 eff.) Infravision radius: +3 A cap made of leather. |
Layora (0 def, 3 armour) Layora (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.20 Maximum psi: +10.00 Mindpower: +10 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +30 A cap made of leather. |
Xeruthra the rough leather hat (0 def, 1 armour) Xeruthra the rough leather hat (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +12% acid / +6% fire / +7% cold Silence immunity: +20% Stun/Freeze immunity: +20% A hat made of leather. Very stylish. |
Ce'Nayana (7 def, 2 armour) Ce'Nayana (7 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Defense: +7 (+7 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +6% Damage when hit (Melee): 4 physical Changes stats: +8 Str Changes resistances: +6% mind Critical mult.: +3.00% Mental save: +11 (+4 eff.) A suit of armour made of leather. |
3 agate 3 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. |
70 alchemist agate 70 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
dwarven-steel pickaxe 'Sunimmortal' (dig speed 14 turns) dwarven-steel pickaxe 'Sunimmortal' (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +18% fire Changes resistances penetration: +25% light / +15% fire Changes damage: +11% mind / +9% fire Mental save: +5 (+2 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Duvistir the Noonwar Duvistir the NoonwarInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Changes damage: +3% light Physical save: +6 (+3 eff.) Light radius: +2 Infravision radius: +3 See invisible: +6 Healing mod.: +11% 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. |
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 (122 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Arahor' brass lantern 'Arahor'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 physical Changes resistances: +3% all Changes resistances penetration: +10% acid / +10% physical Changes damage: +12% acid Spell save: +5 (+3 eff.) Light radius: +2 Healing mod.: +5% 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. |
brass lantern 'Erelidokan' brass lantern 'Erelidokan'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Dex / +5 Wil Changes damage: +5% mind Grants telepathy: Dragon Light radius: +2 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
overpowered steel torque of mindblast [power 193] (8 cooldown) overpowered steel torque of mindblast [power 193] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 8 beam dealing 96.50 to 193.00 mind damage, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
9 citrine 9 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. |
Achievements
By CombatOoze the Cornac Oozemancer level 11
36th Dusk 122nd year of Ascendancy at 17:09 see stats
By CombatOoze the Cornac Oozemancer level 11
20th Dusk 122nd year of Ascendancy at 02:19 see stats
By CombatOoze the Cornac Oozemancer level 10
14th Dusk 122nd year of Ascendancy at 16:45 see stats
By CombatOoze the Cornac Oozemancer level 6
5th Flare 122nd year of Ascendancy at 00:05 see stats
Log
Ritch flamespitter spits flames!
CombatOoze's mind surges with critical power!
CombatOoze is invigorated by the attack!
CombatOoze hits Ritch flamespitter for 0 arcane damage.
Ritch flamespitter hits CombatOoze for (83 antimagic), 43 fire (43 total damage).
CombatOoze is invigorated by the attack!
CombatOoze is invigorated by the attack!
Eilinebreda the sandworm misses CombatOoze.
Mucus ooze uses Slime Spit.
Mucus ooze's mind surges with critical power!
CombatOoze leeches life from Eilinebreda the sandworm!
CombatOoze hits Eilinebreda the sandworm for 0 arcane, 0 arcane, (6 to psi shield), 6 lightning, (9 to psi shield), 5 acid, 1 fire, (1 to psi shield), 1 acid, (1 to psi shield), 1 physical, 2 cold (15 total damage).
Mucus ooze hits Ritch flamespitter for 51 nature damage.
Eilinebreda the sandworm hits CombatOoze for (11 antimagic), 0 nature, (9 antimagic), 0 acid, 28 physical (28 total damage).
Talent Rushing Claws is ready to use.
CombatOoze hits Turtle for 6 lightning, 7 acid, 1 fire, 1 acid, 1 physical, 1 cold (17 total damage).
Turtle leaves the cover of its shell.
Poison from CombatOoze hits Turtle for 15 nature damage.
Ritch flamespitter resists the mind attack!
Ritch flamespitter is dazed!
CombatOoze hits Ritch flamespitter for 60 nature, 18 mind (78 total damage).
Ritch flamespitter is not dazed anymore.
Poison from CombatOoze hits Ritch flamespitter for 18 nature damage.
CombatOoze is recovering from the damage!
CombatOoze hits War hound for 13 lightning, 20 acid, 2 fire, 2 acid, 2 physical, 2 cold (41 total damage).
War hound hits CombatOoze for 141 physical damage.
CombatOoze is invigorated by the attack!
CombatOoze is invigorated by the attack!
Saving game...