












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Hiveminder Class 1.6.7Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Hiveminder |
Level / Exp | 20 / 47% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 17 (base 13) |
Constitution | 10 (base 10) |
Magic | 15 (base 10) |
Willpower | 67 (base 48) |
Cunning | 39 (base 35) |
Resources
Life | 343/343 |
Equilibrium | 37 |
Healing Factor | 1.2 |
Regeneration | 5.1 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +119.15143957245% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 60 |
Accuracy | 50 |
Crit Chance | 15% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 50 |
Crit Chance | 15% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +4% |
Acid | +21% |
Nature | +23% |
Cold | +10% |
Mind | +15% |
Physical | +8% |
Fire | +48% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Fire | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 33 (60%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 1 |
Physical Save | 23 |
Spell Save | 38 |
Mental Save | 38 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 22%( 70%) |
Physical | + 13%( 70%) |
Cold | + 27%( 70%) |
All | + 11%( 70%) |
Lightning | + 16%( 70%) |
Temporal | + 21%( 70%) |
Fire | + 42%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 91% |
Pinning Resistance | 22% |
Silence Resistance | 56% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
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 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Parasitism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Hivemind | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Wild-gift / Silk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Swarm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Insect morph | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 2/5 |
Wild-gift / Floral kinship | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Cunning / Lethality | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Defend Command |
talent | Psiblades |
talent | Blood Brood |
talent | Dragonfly Morph |
talent | Mind Scatter |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Changes stats: +1 Dex Changes damage: +6% acid Critical mult.: +10.00% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +20% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 63% Changes resistances: +6% acid / +12% blight Changes resistances penetration: +5% lightning Changes damage: +3% fire Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances: +16% fire Changes damage: +11% fire Critical mult.: +10.00% Psi when hit: +0.04 Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Damage when hit (Melee): 6 fire Changes resistances: +6% lightning Changes damage: +4% lightning Reduces incoming crit damage: 5.00% Only die when reaching: -40.00 life Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 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 14 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 20% 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 | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% temporal / +3% fire / +2% physical Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Pinning immunity: +22% Knockback immunity: +22% Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. The set is complete. Base power: 8.0 - 8.8 Uses stats: 90% Wil, 54% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +22 (+5 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +8% cold Changes damage: +24% fire A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. The set is complete. Base power: 8.0 - 8.8 Uses stats: 90% Wil, 54% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: +10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +22 (+5 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +4 Dex Changes resistances: +6% nature Spell save: +9 (+3 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 447% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 light, 5 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex / +4 Cun / +3 Wil Critical mult.: +5.00% Life regen: +2.00 Maximum vim: +10.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +22% fire Changes damage: +3% mind / +11% fire Critical mult.: +15.00% Vim when firing critical spell: +2.00 Spellpower: +5 (+5 eff.) Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +4 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Disarm immunity: +25% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+3 eff.) Rings can have magical properties. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +3% darkness / +12% blight Physical save: +3 (+1 eff.) Blindness immunity: +20% Poison immunity: +20% Confusion immunity: +10% A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +16% Summoned Reduced damage from: +16% Summoned Physical save: +6 (+3 eff.) Mindpower: +3 (+0 eff.) A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 fire Changes resistances: +6% fire Changes resistances penetration: +25% nature / +5% fire Changes damage: +3% darkness Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Dex / +4 Wil Changes damage: +9% cold Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Cun / +4 Con Changes resistances: +1% physical Changes damage: +3% nature / +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +2 Dex / +2 Mag / +1 Con Changes resistances penetration: +5% lightning Reduces incoming crit damage: 10.00% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +20% nature / +20% fire Changes damage: +12% nature / +3% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Changes stats: +1 Str Changes resistances: +3% light / +2% physical Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +1 Mag / +2 Wil / +4 Cun Changes resistances: +3% lightning Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 63% Changes stats: +2 Cun / +2 Con Changes resistances: +6% darkness / +5% arcane Changes resistances penetration: +15% darkness / +5% physical Physical save: +11 (+5 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
![]() 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 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 105.03 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Damage (Melee): 6 nature Changes stats: +3 Cun / +2 Mag Changes resistances: +6% nature Changes damage: +4% nature Infravision radius: +1 See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +6% lightning / +6% cold / +3% darkness Allows you to breathe in: water Blindness immunity: +20% Life regen: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 63% Changes resistances: +15% nature / +9% light / +5% arcane Changes damage: +10% nature / +3% arcane A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str / +1 Con Changes resistances: +3% blight / +9% fire / +3% cold A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +19 Fatigue: +17% Changes stats: +1 Str Changes resistances: +18% cold Physical save: +5 (+2 eff.) Vim when firing critical spell: +2.00 Light radius: +3 A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% temporal Changes damage: +12% darkness / +6% light Maximum life: +45.00 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 Activation costs 202 power out of 240/400. 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. |
![]() Powered 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) Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 96 Armor: 2 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 BUZZ BUZZ MOTHERFLUFFERS the Yeek Hiveminder level 10
3rd Dusk 122nd year of Ascendancy at 10:16 see stats
By BUZZ BUZZ MOTHERFLUFFERS the Yeek Hiveminder level 20
43rd Dusk 122nd year of Ascendancy at 04:22 see stats
By BUZZ BUZZ MOTHERFLUFFERS the Yeek Hiveminder level 9
7th Flare 122nd year of Ascendancy at 09:11 see stats
By BUZZ BUZZ MOTHERFLUFFERS the Yeek Hiveminder level 14
19th Dusk 122nd year of Ascendancy at 09:31 see stats
By BUZZ BUZZ MOTHERFLUFFERS the Yeek Hiveminder level 18
33rd Dusk 122nd year of Ascendancy at 12:09 see stats
Log
You gain 9.99 gold from the transmogrification of linen robe 'Lightningwrack' (0 def, 0 armour).
You gain 1.71 gold from the transmogrification of blurring rough leather belt of the mystic.
You gain 8.08 gold from the transmogrification of Gorokath the Flashsever (10-12 power, 2 apr, arcane element).
You gain 2.52 gold from the transmogrification of mighty rough leather sling of cold.
You gain 1.23 gold from the transmogrification of vined mindstar of life (5-5.5 power, 18 apr, mind damage).
You gain 7.68 gold from the transmogrification of vined mindstar 'Glacierlash' (4-4.4 power, 18 apr, mind damage).
You gain 1.51 gold from the transmogrification of nature's vined mindstar (5.5-6.05 power, 18 apr, nature damage).
You gain 2.95 gold from the transmogrification of mitotic vined mindstar (5-5.5 power, 18 apr, mind damage).
You gain 1.33 gold from the transmogrification of gifted vined mindstar of clarity (6-6.6 power, 18 apr, mind damage).
You gain 2.76 gold from the transmogrification of steady elm longbow of fire.
You gain 11.15 gold from the transmogrification of iron greatsword 'Smearjustice' (18-28.8 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron greatsword (16.5-26.4 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (16.5-24.75 power, 1 apr).
You gain 17.01 gold from the transmogrification of Belamina (29-43.5 power, 2 apr).
You gain 1.25 gold from the transmogrification of steel dagger of projection (12-15.6 power, 6 apr).
You gain 0.70 gold from the transmogrification of steel dagger of massacre (15.5-20.15 power, 6 apr).
You gain 3.06 gold from the transmogrification of steel dagger of crippling (13-16.9 power, 6 apr).
You gain 2.97 gold from the transmogrification of balanced steel dagger of massacre (17-22.1 power, 6 apr).
You gain 12.03 gold from the transmogrification of Brightjustice (9-11.7 power, 5 apr).
You gain 2.16 gold from the transmogrification of blink rune of the titan (range 4; phase 14; cd 15).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 18%; mental; dur 4; cd 15).
There is a Way into the heart of the gloom 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.
BUZZ BUZZ MOTHERFLUFFERS deactivates Blood Brood.
BUZZ BUZZ MOTHERFLUFFERS deactivates Psiblades.
BUZZ BUZZ MOTHERFLUFFERS deactivates Dragonfly Morph.
BUZZ BUZZ MOTHERFLUFFERS deactivates Mind Scatter.
BUZZ BUZZ MOTHERFLUFFERS deactivates Defend Command.