












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Weapon Schematics for Tinkers at Birth 1.5.5 Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Embers of Rage 1.5.0Official Expansion!Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows 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. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Quick Drown NPCs AOE 1.5.10 Ashes of Urh'Rok 1.5.0Official Expansion!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 | Infinite |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Oozemancer |
| Level / Exp | 37 / 0% |
| Size | small |
| Lifes / Deaths | no deaths recorded 5 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 3 (base 10) |
| Dexterity | 7 (base 10) |
| Constitution | 48.38 (base 30) |
| Magic | 4 (base 10) |
| Willpower | 81.38 (base 60) |
| Cunning | 86.38 (base 60) |
Resources
| Life | 10/927 |
| Steam | 0/100 |
| Equilibrium | 31 |
| Psi | 211/211 |
| Healing Factor | 1.3636230424033 |
| Regeneration | 0.34090576060085 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 43.976432673007 |
| See Invisible | 49.976432673007 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +6% |
| Lightning | +35% |
| Physical | +20% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +12% |
| Blight | +20% |
| Physical | +41% |
| Acid | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 22 (35.629139072848%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 47 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 55%( 70%) |
| Cold | + 31%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 36%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 71% |
| Knockback Resistance | 21% |
| Stun Resistance | 50% |
| Pinning Resistance | 21% |
| Poison Resistance | 71% |
| Blind Resistance | 71% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 956% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 16 for 10 turns. While Heroism is active, you will only die when reaching -576 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. |
Class Talents
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Slime | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 1/17 |
| 1/35 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Adventure Friendly Fire Disabler |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Psiblades |
| detrimental effect | The target is on fire, taking 94.14 fire damage per turn. Burning |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has 30 reduced saves and defense, 20% reduced critical chance, and 3% chance to fail talent use. 10 Jinx |
| beneficial effect | Increases your three highest stats by 14 and keeps you from dying even if your life drops to -515. Heroism |
| beneficial effect | You gain 40% resistance against temporal. Resolve |
| detrimental effect | The target is poisoned, taking 40.12 nature damage per turn. Damage dealt is reduced by 27%. The source of this effect receives healing equal to 66% of the damage it deals to the target. Deadly Poison |
| detrimental effect | An arcane vortex followes the target. Each turn a manathrust fires from it to a random foe in sight doing 37.08 arcane damage to all. If no foes are found the main target takes 50% more arcane damage this turn. If the target dies the remaining damage is deal as a radius 2 ball of arcane. Arcane Vortex |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 23.68 darkness and 23.68 temporal damage each turn. Entropic Gift |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 43%. Nihil |
| beneficial effect | The target has been directly exposed to arcane energies and has responded by reasserting it's connection to nature, restoring 5.8 Equilibrium per turn. Natural Replenishment |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 12. Atrophy |
Quests
Equipment
| On feet | Oakpiercer the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +1 Cun / +3 Con Changes resistances: +8% lightning / +8% temporal / +5% arcane / +6% blight Changes resistances penetration: +20% blight / +9% physical / +10% nature Changes damage: +6% nature Physical save: +16 (+8 eff.) Mental save: +18 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +10 Cun / +4 Wil Changes damage: +10% mind Mental save: +9 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 122.83 mind damage and cripples the target's higher mental functions, reducing cunning by 18 and confusing (35% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| On hands | Spellhunt Remnants (6 def, 8 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+0 eff.) Talent granted: +5 Iron Grip Spell save: +15 (+5 eff.) Disarm immunity: +100% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 127.57 arcane damage and stunned), costing 100 power out of 9/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Lightninggrinder the ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Wil / +3 Cun / +6 Con Changes damage: +15% lightning Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web Light radius: +2 See invisible: +6 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Fulychik'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% lightning / +5% arcane / +18% light Physical save: +7 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
| Around neck | PoxwilterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +3 Wil / +1 Cun Changes resistances: +9% nature / +6% physical Reduces incoming crit damage: 15.00% Stamina each turn: +0.30 Infravision radius: +2 Amulets can have magical properties. |
| In main hand | Charged Focus (10-11 power, 44 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Base power: 10.0 - 11.0 Uses stats: 73% Wil, 36% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 45 damage and reducing their armor When wielded/worn: Changes resistances: +20% lightning Changes resistances penetration: +12% lightning Changes damage: +20% lightning Talent mastery: +0.20 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +12 (+4 eff.) Maximum psi: +40.00 Mindpower: +25 (+6 eff.) Mental crit. chance: +7% Electrical energies are focussed in the core of this mindstar. |
| Around waist | hardened leather belt of valiance Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -16% Changes stats: +3 Wil Maximum encumbrance: +40 Mental save: +8 (+3 eff.) Maximum life: +67.00 A belt that goes around your waist. |
| In off hand | Kinetic Focus (6-6.6 power, 33 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Base power: 6.0 - 6.6 Uses stats: 64% Wil, 27% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +33 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 45 damage and reducing their armor When wielded/worn: Changes resistances: +20% physical Changes resistances penetration: +12% physical Changes damage: +20% physical Talent mastery: +0.20 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +12 (+6 eff.) Psi when firing a critical mind attack: +2.00 Mindpower: +25 (+6 eff.) Mental crit. chance: +7% Kinetic energies are focussed in the core of this mindstar. |
| Cloak | cashmere cloak 'Camestir' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +30% lightning Changes resistances penetration: +10% acid / +20% physical Changes damage: +6% acid Stun/Freeze immunity: +50% Maximum life: +40.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 0 physical Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
medical injector implant of the psychic (efficiency 154% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (403% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 403% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Bloomsoul (8-8.8 power, 13 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: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 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. |
Polomiwe (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural mindstar summons a caller. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Burst (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +6 Wil Changes resistances: +9% mind / +9% acid Changes resistances penetration: +10% acid Physical save: +5 (+3 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +21.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Life leech chance: +13% Life leech: +13% 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. |
gifted pulsing mindstar of the jelly (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +7% acid Equilibrium when hit: +0.60 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% 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. |
thorny mindstar 'Unratar' (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 5 mind / 4 darkness Changes stats: +1 Cun Changes resistances penetration: +20% mind Changes damage: +5% mind / +5% darkness Mental save: +30 (+10 eff.) Life regen: +0.80 Hate when firing a critical mind attack: +2.00 Maximum life: +21.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +39 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. |
Sepsisravager the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 16 nature Changes resistances: +6% nature Changes resistances penetration: +5% nature / +5% light Changes damage: +18% nature Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Light radius: +1 A belt that goes around your waist. |
Adotira the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Physical power: +12 (+4 eff.) Armour: +3 Fatigue: -3% Changes stats: +3 Con Maximum encumbrance: +23 Physical save: +5 (+3 eff.) Mindpower: +6 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mucksweep the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Changes resistances: +12% nature Changes resistances penetration: +15% nature Changes damage: +3% nature Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 53.55 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Koridulach the Lightningseam (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 lightning Changes stats: +3 Cun / +3 Dex Changes resistances: +3% lightning Changes resistances penetration: +15% mind Changes damage: +24% lightning A cap made of leather. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
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. |
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. |
Mayoldakira the Blazewind (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Str Changes resistances: +6% darkness Changes damage: +6% mind / +30% lightning Damage affinity(heal): +15% darkness Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Grinigas the steel torque of charged psionic shield [power 59] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Wil Maximum wards: +2 physical / +3 mind / +3 darkness Grants telepathy: Dragon Talent granted: +1 Ward Mental save: +30 (+10 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 59 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Mucus ooze misses Siluldavea the vampire.
The Master killed Aimini!
Belotira the skeleton warrior's temporal clone's Arrow Stitching killed Bloated ooze!
Loyal Cornac Adventurer uses Infusion: Regeneration.
Loyal Cornac Adventurer starts regenerating health quickly.
Mucus ooze is no longer poisoned.
Loyal Cornac Adventurer deactivates Apply Poison.
Loyal Cornac Adventurer deactivates Beyond the Flesh.
Loyal Cornac Adventurer deactivates Kinetic Shield.
Loyal Cornac Adventurer stops regenerating health quickly.
Loyal Cornac Adventurer deactivates Thermal Shield.
Loyal Cornac Adventurer deactivates Energy Decomposition.
Loyal Cornac Adventurer deactivates Numbing Poison.
Loyal Cornac Adventurer deactivates Weapon Folding.
Loyal Cornac Adventurer deactivates Venomous Ammunition.
Loyal Cornac Adventurer is free from the decrepitude disease.
Loyal Cornac Adventurer deactivates Adventure Friendly Fire Disabler.
Loyal Cornac Adventurer deactivates Lacerating Strikes.
Loyal Cornac Adventurer deactivates Insidious Poison.
Loyal Halfling Oozemancer has survived the entropic gift.
Loyal Halfling Oozemancer is no longer poisoned.
Loyal Halfling Oozemancer deactivates Adventure Friendly Fire Disabler.
Loyal Halfling Oozemancer deactivates Psiblades.
Loyal Halfling Oozemancer is no longer attuned.
Loyal Halfling Oozemancer deactivates Mitosis.
The skin of Loyal Halfling Oozemancer starts dripping acid.
Loyal Halfling Oozemancer stops restoring Equilibrium.
Loyal Halfling Oozemancer stops burning.
Loyal Halfling Oozemancer is free from the arcane vortex.
















































































