












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
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. 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! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Adventure |
Sex | Female |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 45 / 77% |
Size | medium |
Lifes / Deaths | Killed by Betalranne the skeleton magus at level 26 on the 45th Haze 122nd year of Ascendancy at 02:00 3 / 4Killed by Ivothra the scourge drake hatchling at level 39 on the 3rd Haze 123rd year of Ascendancy at 07:04 Killed by Aerarin the searing horror at level 40 on the 41st Haze 123rd year of Ascendancy at 23:35 Killed by Gytha the skeleton magus at level 41 on the 62nd Haze 123rd year of Ascendancy at 12:25 |
Antimagic | Follower |
Primary Stats
Strength | 69 (base 60) |
Dexterity | 14 (base 10) |
Constitution | 19 (base 10) |
Magic | 10 (base 10) |
Willpower | 99.14754619637 (base 60) |
Cunning | 96.579243660617 (base 57) |
Resources
Life | 864/864 |
Equilibrium | 91 |
Steam | 100/100 |
Healing Factor | 1.7014285714286 |
Regeneration | 13.526357142857 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 8 |
See Stealth | 55.957249513173 |
See Invisible | 58.957249513173 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 139 |
Accuracy | 51 |
Crit Chance | 39% |
APR | 73 |
Speed | 1.00 |
Offense: Offhand
Damage | 138 |
Accuracy | 51 |
Crit Chance | 39% |
APR | 73 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Acid | +47% |
Blight | +38% |
Cold | +5% |
All | 0% |
Darkness | +10% |
Light | +20% |
Mind | +36% |
Fire | +25% |
Nature | +52% |
Offense: Damage Penetration
Acid | +17% |
Mind | +7% |
Nature | +67% |
Defense: Base
Armour (hardiness) | 63.551211628464 (94.117647058824%) |
Defense | 29 |
Ranged Defense | 32 |
Fatigue | 27 |
Physical Save | 50 |
Spell Save | 47 |
Mental Save | 60 |
Defense: Resistances
Acid | + 23%( 75%) |
Blight | + 51%( 75%) |
Arcane | + 27%( 75%) |
Cold | + 21%( 75%) |
All | + 4%( 75%) |
Darkness | + 18%( 75%) |
Lightning | + 64%( 75%) |
Temporal | + 17%( 75%) |
Physical | + 19%( 75%) |
Mind | + 51%( 75%) |
Fire | + 11%( 75%) |
Nature | + 75%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 91% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 150% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 496 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -571 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 146% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acidic Skin |
talent | Wild Growth |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gytha the skeleton magus. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
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 lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 hummerhorn wing. * You've found the needed vial of squid ink. * You've found the needed pouch of bone giant dust. Stire of Derth has completed an elixir of avoidance without your aid. 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 storm wyrm claw. * You've found the needed vampire lord fang. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of luminous horror dust. * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +19 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +3% Phys.save +15 (+5 eff.) Max.HP +50.00 Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Phys.save +6 (+2 eff.) Max.HP +44.00 Heal.mod +11% ---------- misc Light +7 See.Stealth +10 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 | ![]() 2.0 T5 head armor [Random Unique] Nature/Disrupt While equipped: Stats +6 Str +5 Wil +10 Cun dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +15% mind ----- def ----- Armour +5 Fatigue -1% Resists +8% blight +15% physical +26% nature +12% mind Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +15 (+4 eff.) Max.HP +98.00 Heal.mod +27% A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con dps ---------- Melee+ 8 cold 7 fire Dmg.mod +5% fire +5% cold ----- def ----- Armour +2 Resists +6% cold +7% fire +1% physical Phys.save +9 (+3 eff.) HP.reg +2.60 Disarm- +100% ---------- misc Stam/turn +0.80 Max.stam +16.00 Talents +5 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +8 (+4 eff.) Resists +24% nature Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Resists +5% arcane +12% cold HP.reg +3.20 Poison- +25% Cut- +15% Stun/Frz- +31% Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 36% chance to disease * 26% chance to inflict 15% damage reduction ----- def ----- Armour +7 Defense +8 (+4 eff.) Resists +25% lightning +3% nature +12% mind Res.Cap +5% all Phys.save +12 (+4 eff.) Blind- +26% Stun/Frz- +41% ---------- misc Infravis +4 Sight +2 See.Invis +13 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature This natural venom should be returned to the wyrm. Power 114% Range: 1.1x Uses 126% Wil, 51% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +66 Crit +5.0% Atk.spd 100% On Hit: * 40% chance to disease * flashes light on your target dealing 69 damage While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.crit +7% Crit.mult +9.00% Mind.pwr +17 (+3 eff.) Dmg.mod +20% acid +18% blight Res.pen +17% acid Melee Ret 19 acid ----- def ----- Resists +20% acid HP.reg +1.90 ---------- misc Psi/ret +0.20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 113% Range: 1.1x Uses 126% Wil, 51% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +66 Crit +5.0% Atk.spd 100% Melee+ +4 temporal On Hit.r1 +16 mind On Hit: * flashes light on your target dealing 73 damage While equipped: dps ---------- Mind.crit +5% Crit.mult +9.00% Mind.pwr +17 (+3 eff.) Dmg.mod +7% acid +18% mind +10% darkness Res.pen +7% mind Melee Ret 9 mind 4 darkness ----- def ----- Resists +10% mind +6% temporal Dmg.Resnn +14% ---------- misc Equi/ret +0.90 Psi/ret +2.30 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 | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind +30% lightning Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Stun/Frz- +50% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 80 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 17.0 T3 massive armor [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Melee Ret 9 light 0 physical ----- def ----- Armour +16 Hardiness +20% Defense +5 (+2 eff.) Fatigue +25% Resists +21% blight +15% darkness Mind.save +13 (+3 eff.) Max.HP +26.00 ---------- misc Light +2 Infravis +2 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 92%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 86%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 528% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 740% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 574% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 612 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +17 Lck +6 Str dps ---------- Dmg.mod +3% acid Acc +15 (+13 eff.) Melee Ret 12 acid 8 fire On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +14 (+7 eff.) Resists +6% acid +9% fire +22% temporal Unseen.red 13% Pinning- +44% Knockbk- +33% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +11% lightning +3% darkness Res.Cap +2% all Phys.save +7 (+3 eff.) Stun/Frz- +22% ---------- misc Telepathy Dragon Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Cun +2 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +6 Defense +15 (+7 eff.) Rng.Def +9 (+4 eff.) Die.at -80.00 life Max.HP +20.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 113% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +12.00% Mind.pwr +10 (+2 eff.) 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. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +0% acid +0% fire +0% nature +0% blight Res.pen +10% acid ----- def ----- Resists +6% lightning +9% temporal Spell.save +8 (+3 eff.) Die.at -60.00 life Blind- +50% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) Dmg.mod +0% acid +0% fire +0% nature +0% blight ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Mag +8 Con dps ---------- Res.pen +20% darkness ----- def ----- Defense +10 (+5 eff.) Resists +0% lightning +0% cold +0% nature Phys.save +10 (+4 eff.) Stun/Frz- +0% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str +12 Wil +0 Cun +4 Con dps ---------- Phys.pwr +23 (+6 eff.) Spell.pwr +2 (+1 eff.) Phasing +30% ----- def ----- Armour +5 Fatigue +5% Resists +9% darkness +16% physical Phys.save +23 (+8 eff.) Spell.save +3 (+1 eff.) Mind.save +0 (+0 eff.) ---------- misc Mana/turn +0.04 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +3 Dex dps ---------- Dmg.mod +3% nature Acc +6 (+6 eff.) On Hit (Melee): * Slows global speed by 15% On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+3 eff.) Fatigue +3% Resists +3% blight +12% temporal +7% nature Spell.save +6 (+2 eff.) Mind.save +0 (+0 eff.) Max.HP +64.00 Heal.mod +18% A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Mind.save +0 (+0 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 17 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 25%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() 14.0 T2 heavy armor [Random Unique] Nature/Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% fire Melee Ret 4 arcane 0 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +15% lightning Max.HP +72.00 HP.reg +1.20 Heal.mod +11% ---------- misc Mana/turn +0.08 A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Ego+] Nature While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +20% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +8 Wil dps ---------- Phys.crit +10.0% Mind.crit +9% Dmg.mod +11% fire +9% mind +6% darkness Res.pen +5% darkness +15% fire ----- def ----- Resists +17% darkness +17% fire Mind.save +8 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +24% nature Res.pen +20% nature +17% physical ---------- misc Max.hate +6.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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. |
amazing frost salve [power 31] amazing frost salve [power 31]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing water salve [power 31] amazing water salve [power 31]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (31% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By squish the Cornac Oozemancer level 45
79th Haze 123rd year of Ascendancy at 16:48 see stats
By squish the Cornac Oozemancer level 45
71st Haze 123rd year of Ascendancy at 00:07 see stats
By squish the Cornac Oozemancer level 33
32nd Regrowth 123rd year of Ascendancy at 12:48 see stats
By squish the Cornac Oozemancer level 11
12nd Dusk 122nd year of Ascendancy at 23:27 see stats
By squish the Cornac Oozemancer level 34
22nd Dusk 123rd year of Ascendancy at 18:53 see stats
By squish the Cornac Oozemancer level 27
47th Haze 122nd year of Ascendancy at 23:41 see stats
By squish the Cornac Oozemancer level 24
23rd Haze 122nd year of Ascendancy at 19:21 see stats
By squish the Cornac Oozemancer level 33
36th Regrowth 123rd year of Ascendancy at 07:05 see stats
By squish the Cornac Oozemancer level 38
74th Dusk 123rd year of Ascendancy at 19:02 see stats
By squish the Cornac Oozemancer level 32
19th Regrowth 123rd year of Ascendancy at 13:00 see stats
By squish the Cornac Oozemancer level 33
27th Regrowth 123rd year of Ascendancy at 20:38 see stats
By squish the Cornac Oozemancer level 10
7th Dusk 122nd year of Ascendancy at 02:52 see stats
By squish the Cornac Oozemancer level 20
7th Haze 122nd year of Ascendancy at 03:30 see stats
By squish the Cornac Oozemancer level 30
9th Regrowth 123rd year of Ascendancy at 08:11 see stats
By squish the Cornac Oozemancer level 40
3rd Haze 123rd year of Ascendancy at 09:41 see stats
By squish the Cornac Oozemancer level 29
80th Haze 122nd year of Ascendancy at 14:55 see stats
By squish the Cornac Oozemancer level 32
17th Regrowth 123rd year of Ascendancy at 16:36 see stats
By squish the Cornac Oozemancer level 39
3rd Haze 123rd year of Ascendancy at 06:42 see stats
By squish the Cornac Oozemancer level 10
7th Dusk 122nd year of Ascendancy at 19:11 see stats
By squish the Cornac Oozemancer level 29
53rd Haze 122nd year of Ascendancy at 17:02 see stats
By squish the Cornac Oozemancer level 24
23rd Haze 122nd year of Ascendancy at 21:32 see stats
By squish the Cornac Oozemancer level 16
54th Dusk 122nd year of Ascendancy at 00:37 see stats
By squish the Cornac Oozemancer level 44
69th Haze 123rd year of Ascendancy at 18:34 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)
Personal New Achievement: A dangerous secret (Insane (Adventure) difficulty)!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.
Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
Resting starts...
Rested for 92 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Squish deactivates Psiblades.
Squish deactivates Wild Growth.
The skin of Squish starts dripping acid.
Squish deactivates Antimagic Shield.
Squish deactivates Unstoppable Nature.
Squish deactivates Mitosis.