












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Dark Priest 1.4.8 The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Harbinger 1.5.5 White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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:
Inferno Race Pack 1.4.0Adds a collection of my races. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Oozemancer |
| Level / Exp | 25 / 20% |
| Size | small |
| Lifes / Deaths | Killed by Betatira the rogue at level 15 on the 22nd Dusk 122nd year of Ascendancy at 19:35 0 / 7Killed by Aurliine at level 17 on the 33rd Dusk 122nd year of Ascendancy at 14:59 Killed by Domalete the Bringer of Doom at level 18 on the 7th Haze 122nd year of Ascendancy at 07:50 Killed by Islyra the elven elite warrior at level 24 on the 42nd Haze 122nd year of Ascendancy at 16:13 Killed by Islyra the elven elite warrior at level 24 on the 42nd Haze 122nd year of Ascendancy at 18:07 Killed by Lisiyamira the elven guard at level 24 on the 43rd Haze 122nd year of Ascendancy at 12:45 Killed by elven corruptor at level 25 on the 44th Haze 122nd year of Ascendancy at 09:46 |
| Antimagic | Follower |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 1.268824360358 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 82.51020580601 (base 55) |
| Cunning | 83 (base 52) |
Resources
| Life | -14/502 |
| Equilibrium | 89 |
| Healing Factor | 1.77375 |
| Regeneration | 130.1755125 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 46 |
| Crit Chance | 30% |
| APR | 32 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 46 |
| Crit Chance | 27% |
| APR | 54 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +15% |
| Blight | +24% |
| Physical | +11% |
| Nature | +23% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Light | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 48 |
| Mental Save | 56 |
Defense: Resistances
| Nature | + 32%( 70%) |
| Lightning | + 12%( 70%) |
| Acid | + 12%( 70%) |
| Cold | + 42%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 29%( 70%) |
| Fire | + 10%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 100% |
| Poison Resistance | 92% |
| Blind Resistance | 52% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Cunning stat. |
| 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 83 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 68.44 life per turn. Regeneration |
| beneficial effect | You gain 35% resistance against cold. Resolve |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 15 and doing 29.73 blight damage per turn. Decrepitude Disease |
| beneficial effect | 27% chance to fully absorb any damaging actions. Leaves Cover |
| beneficial effect | The target has been directly exposed to arcane energies and has responded by reasserting it's connection to nature, restoring 4.8 Equilibrium per turn. Natural Replenishment |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the temporal explorer from death by Wrathroot. Escort: temporal explorer (level 4 of Old Forest) | failed |
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 |
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 |
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. | 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. * You've found the needed warg claw. 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 green worm. * You've found the needed pouch of luminous horror dust. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice wyrm tooth. * You've found the needed red crystal shard. | 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! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | [vs. Starrend the pair of hardened leather boots (0 def, 3 armour) (On feet)]Starrend the pair of hardened leather boots (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +4(-) Wil / +3(-) Cun / +7(-) Con Changes resistances: +5%(-) cold / +7%(-) fire Changes resistances penetration: +20%(-) light / +7%(-) physical Changes damage: +24%(-) blight / +3%(-) light Physical save: +13 (+6 eff.) (-) Mental save: +13 (+4 eff.) (-) Mindpower: +5 (+1 eff.) (-) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | [vs. Xedhewyn the Daymire (Light source)]Xedhewyn the Daymire Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2(-) Dex / +3(-) Wil / +4(-) Cun Changes resistances: +3%(-) all Changes damage: +12%(-) light Reduces incoming crit damage: 10.00% (-) Spell save: +6 (+2 eff.) (-) Light radius: +4 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Arylaith (2 def, 0 armour) (On head)]Arylaith (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +7(-) Cun Changes resistances: +9%(-) acid Spell save: +15 (+5 eff.) (-) Mental save: +15 (+5 eff.) (-) Hate when firing a critical mind attack: +2.00 (-) Mindpower: +4 (+1 eff.) (-) A pointy cloth hat, very wizardly... |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]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 masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One Infused 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 (+1 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 15 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. |
| On fingers | [vs. rogue's steel ring of nature (+20%) (On fingers, 1 of 2)]rogue's steel ring of nature (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes stats: +3(-) Cun Changes resistances: +20%(-) nature Changes damage: +10%(-) nature Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. rogue's steel ring of nature (+20%) (On fingers, 1 of 2)]Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Fatigue: -7% Changes stats: +6(+3) Cun Changes resistances: +0%(-20%) nature Changes damage: +0%(-10%) nature / +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 39 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| Around neck | [vs. enraging stralite amulet of healing (Around neck)]enraging stralite amulet of healing Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) (-) Changes damage: +6%(-) physical Cut immunity: +50% (-) Combat speed: +10% (-) Healing mod.: +18% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | [vs. Bloomsoul (8-8.8 power, 25 apr, nature damage) (In main hand, 1 of 2)]Bloomsoul (8-8.8 power, 25 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 48% Wil, 19% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) When wielded/worn: Talent masteries: +0.20(-) Wild-gift / Fungus Life regen: +2.00 (-) Mindpower: +15 (+4 eff.) (-) Mental crit. chance: +4% (-) Healing mod.: +20% (-) Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
| Around waist | [vs. Cyrugavena the Nimbusfurnace (Around waist)]Cyrugavena the Nimbusfurnace Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 4(-) nature Changes resistances: +9%(-) lightning Changes resistances penetration: +5%(-) nature Changes damage: +3%(-) nature / +3%(-) lightning Life regen: +0.70 (-) Healing mod.: +13% (-) A belt that goes around your waist. |
| In off hand | [vs. Bloomsoul (8-8.8 power, 25 apr, nature damage) (In main hand, 1 of 2)]manaburning thorny mindstar of resolve (8-8.8 power, 47 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 76% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 (+21) Crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) On weapon hit: * 15 arcane resource burn (+15) When wielded/worn: Changes stats: +10 Wil Changes resistances: +2% arcane Talent mastery: +0.00(-0.20) Wild-gift / Fungus Physical save: +4 (+2 eff.) Life regen: +0.00 (-2.00) Mindpower: +11 (+3 eff.) (-4 (-1 eff.)) Mental crit. chance: +3% (-1%) Healing mod.: +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. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping cashmere cloak of Eldoral (10 def, 0 armour) (Cloak)]enveloping cashmere cloak of Eldoral (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) (-) Changes stats: +1(-) Cun / +1(-) Dex Physical save: +7 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. verdant cashmere robe of life (7 def, 0 armour) (Main armor)]verdant cashmere robe of life (7 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) (-) Changes stats: +4(-) Con Changes resistances: +5%(-) blight Changes damage: +5%(-) nature Poison immunity: +20% (-) Disease immunity: +26% (-) Life regen: +2.00 (-) Maximum life: +54.00 (-) Healing mod.: +17% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of the Rift (480.04 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 480.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
[vs. enraging stralite amulet of healing (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes damage: +0%(-6%) physical Cut immunity: +0% (-50%) Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Combat speed: +0% (-10%) Healing mod.: +0% (-18%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. Bloomsoul (8-8.8 power, 25 apr, nature damage) (In main hand, 1 of 2)]Serpent's Glare (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-1.0 - -1.1) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 (-10) Crit. chance: +7.0% (-) Attack speed: 100% (-) Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.00(-0.20) Wild-gift / Fungus Poison immunity: +50% Life regen: +0.00 (-2.00) Mindpower: +4 (+1 eff.) (-11 (-3 eff.)) Mental crit. chance: +2% (-2%) Healing mod.: +0% (-20%) It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 86.93 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
[vs. Bloomsoul (8-8.8 power, 25 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. reinforced leather sling 'Arilrada' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-25) Crit. chance: +0.0% (-7.0%) Attack speed: 125% (+25%) Firing range: +9 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +6 Str / +2 Dex / +2 Mag / +2 Wil Changes damage: +12% arcane Talent mastery: +0.00(-0.20) Wild-gift / Fungus Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-15 (-4 eff.)) Mental crit. chance: +0% (-4%) Light radius: +3 Healing mod.: +0% (-20%) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of stralite shots (20/20, 42.5-51 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
[vs. enveloping cashmere cloak of Eldoral (10 def, 0 armour) (Cloak)]Fulukan the linen cloak (1 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) (-9 (-4 eff.)) Changes stats: +2(+1) Cun / +1(-) Dex Physical save: +9 (+4 eff.) (+2 (+1 eff.)) Cut immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Starrend the pair of hardened leather boots (0 def, 3 armour) (On feet)]Splendourgrinder 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 (-2) Fatigue: +1% (-2%) Changes stats: +1 Dex / +1 Mag / +4(-) Wil / +2(-1) Cun / +1(-6) Con Changes resistances: +6%(+1%) cold / +5%(-2%) fire Changes resistances penetration: +0%(-20%) light / +0%(-7%) physical Changes damage: +0%(-24%) blight / +0%(-3%) light Physical save: +0 (+0 eff.) (-13 (-6 eff.)) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Light radius: +3 A pair of boots made of leather. |
[vs. Arylaith (2 def, 0 armour) (On head)]Emelora the rough leather cap (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +3 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% Changes stats: +3 Wil / +2(-5) Cun / +3 Con Changes resistances: +0%(-9%) acid Changes damage: +15% temporal Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Hate when firing a critical mind attack: +0.00 (-2.00) Mindpower: +3 (+1 eff.) (-1 (+0 eff.)) A cap made of leather. |
12 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. |
16 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
10 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. |
7 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. |
6 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. |
8 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. |
14 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
104 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. |
[vs. Xedhewyn the Daymire (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-2) Dex / +0(-3) Wil / +0(-4) Cun Changes resistances: +30% light / +0%(-3%) all Changes damage: +10%(-2%) light Reduces incoming crit damage: 0.00% (-10.00%) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Light radius: +4 (-) Healing mod.: +10% It can be used to call light (137 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Eye of the Dreaming One (Tool)]woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Changes resistances: +11% nature Changes damage: +6% nature Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Aurliine the Halfling Oozemancer level 24
30th Haze 122nd year of Ascendancy at 07:36 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Aurliine the Halfling Oozemancer level 18
7th Haze 122nd year of Ascendancy at 09:50 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Aurliine the Halfling Oozemancer level 17
25th Dusk 122nd year of Ascendancy at 07:05 see stats
Fool of a Took! (Nightmare (Adventure) difficulty)
Killed oneself as a halfling.By Aurliine the Halfling Oozemancer level 17
33rd Dusk 122nd year of Ascendancy at 14:59 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Aurliine the Halfling Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 19:44 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Aurliine the Halfling Oozemancer level 20
15th Haze 122nd year of Ascendancy at 19:18 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Aurliine the Halfling Oozemancer level 17
31st Dusk 122nd year of Ascendancy at 02:48 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Aurliine the Halfling Oozemancer level 10
1st Flare 122nd year of Ascendancy at 08:16 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aurliine the Halfling Oozemancer level 18
8th Haze 122nd year of Ascendancy at 13:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Aurliine the Halfling Oozemancer level 16
24th Dusk 122nd year of Ascendancy at 11:36 see stats
Log
Aurliine is protected by a layer of thick leaves.
Elven warrior starts to bleed.
Aurliine's healing nature area effect hits Elven corruptor for 41 nature damage.
Aurliine's healing nature area effect hits Elven warrior for (41 absorbed), 0 nature (0 total damage).
Aurliine's Acidfire cloud hits Elven warrior for (48 absorbed), 0 acid (0 total damage).
Aurliine receives 88 healing from Elven corruptor.
Elven corruptor casts Bone Spear.
Elven corruptor's spell attains critical power!
Elven warrior slows down.
Elven corruptor hits Aurliine for 291 physical damage.
Decrepitude Disease from Elven corruptor hits Elven warrior for (38 absorbed), 0 blight (0 total damage).
Bleeding from Aurliine hits Elven warrior for (33 absorbed), 0 physical (0 total damage).
Aurliine is invigorated by the attack!
Decrepitude Disease from Elven corruptor hits Aurliine for (12 antimagic), 0 blight (0 total damage).
Aurliine uses Infusion: Regeneration.
Aurliine starts regenerating health quickly.
Aurliine deactivates Antimagic Shield.
The antimagic shield of Aurliine crumbles.
Aurliine is invigorated by the attack!
Aurliine hits Elven warrior for 0 arcane, (5 absorbed), 0 nature (0 total damage).
Aurliine's healing nature area effect hits Elven corruptor for 41 nature damage.
Aurliine's healing nature area effect hits Elven warrior for (41 absorbed), 0 nature (0 total damage).
Aurliine receives 88 healing from Elven corruptor.
Elven warrior hits Aurliine for 113 physical, (5 antimagic), 0 cold (113 total damage).
Elven corruptor casts Drain.
The shield around elven warrior crumbles.
Elven warrior is free from the decrepitude disease.
Bleeding from Aurliine hits Elven warrior for (13 absorbed), 37 physical (37 total damage).
Saving game...





















































































