












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 1.5.5Tinker 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!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:
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!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:
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 | 50 / 0% |
| Size | small |
| Lifes / Deaths | no deaths recorded 5 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 24 (base 16) |
| Dexterity | 33 (base 10) |
| Constitution | 64 (base 60) |
| Magic | 16 (base 10) |
| Willpower | 111.82449393442 (base 60) |
| Cunning | 101.8040823224 (base 60) |
Resources
| Life | 557/1135 |
| Equilibrium | 79 |
| Steam | 0/100 |
| Healing Factor | 1.7261538461541 |
| Regeneration | 3.3660000000004 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 71.911706676354 |
| See Invisible | 61.911706676354 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 59 |
| Crit Chance | 45% |
| APR | 66 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 132 |
| Accuracy | 59 |
| Crit Chance | 47% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.2 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +20% |
| Nature | +68% |
| Darkness | +6% |
| Lightning | +27% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +28% |
| Blight | +20% |
| Physical | +9% |
| Darkness | +20% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 44 (35.629139072848%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 18 |
| Physical Save | 63 |
| Spell Save | 71 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 67%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 69%( 70%) |
| All | + 23%( 70%) |
| Mind | + 47%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 49%( 70%) |
| Physical | + 25%( 70%) |
| Darkness | + 50%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 64% |
| Poison Resistance | 77% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 77% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1002% 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 860 life over 5 turns. 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 768 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 21 for 12 turns. While Heroism is active, you will only die when reaching -1038 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 | 1.40 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Wild-gift / Slime | 1.40 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 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 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Adventure Friendly Fire Disabler |
| talent | Psiblades |
| talent | Wild Growth |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 98.10 blight damage per turn. Rotting Disease |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| beneficial effect | You gain 67% resistance against arcane. Resolve |
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: +31 (+7 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Chuladas the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +12 (+4 eff.) Armour: +6 Changes stats: +5 Con Changes damage: +9% mind / +20% light Physical save: +11 (+2 eff.) Life regen: +0.60 Light radius: +8 See stealth: +10 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +16 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +27 (+7 eff.) Blindness immunity: +100% Silence immunity: +0% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| 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 (+2 eff.) Talent granted: +5 Iron Grip Spell save: +15 (+4 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 181.00 arcane damage and stunned), costing 100 power out of 113/150. 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 | The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | steel ring 'Galeripper'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +27% lightning Mental save: +7 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
| On fingers | sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +7 Cun / +7 Dex Life regen: +1.10 Maximum life: +57.00 Healing mod.: +16% Rings can have magical properties. |
| Around neck | gold amulet 'Eremerak'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Changes stats: +2 Dex Changes resistances: +22% mind / +3% physical Physical save: +30 (+7 eff.) Confusion immunity: +38% Amulets can have magical properties. |
| In main hand | Polomiwe (13-14.3 power, 62 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: 86% Wil, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * splashes acid on your target dealing 60 damage and reducing their armor Burst (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +11 Wil Changes resistances: +9% mind / +9% acid Changes resistances penetration: +10% acid Physical save: +5 (+1 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +21.00 Mindpower: +30 (+7 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. |
| Around waist | Gorelash the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 33% Damage when hit (Melee): 22 nature / 12 acid Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances penetration: +15% acid / +28% light Physical save: +16 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+4 eff.) Light radius: +3 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Oozing Heart (17-18.7 power, 49 apr, nature slow damage) Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 95% Wil, 38% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +49 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * injects a simple virus dealing 90 blight damage on hit and lowering the victims highest stat Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +4 Cun / +11 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+4 eff.) Mindpower: +23 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 106.70 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | Chalugokath the Goretouch (2 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% acid / +6% temporal / +9% darkness / +40% cold / +15% nature / +30% lightning Changes damage: +24% nature Stun/Freeze immunity: +50% 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 (+3 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 (+5 eff.) Mindpower: +10 (+2 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 175% / 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 175% 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.. |
healing infusion of the titan (heal 218)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 and cleanse 1 wound and 1 poison effect. 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 ability. |
movement infusion of the psychic (855% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 855% 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 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 ability. |
movement infusion of the psychic (771% speed; 7 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
movement infusion of the warrior (466% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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 27%; 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: 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 27% 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. |
Rune of the Rift (597.30 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 597.30 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. |
Beladur the CorruptionbreakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 26 darkness Changes stats: +4 Str / +4 Mag / +3 Wil Changes resistances: +30% darkness / +9% nature / +30% light Changes damage: +9% darkness / +33% nature Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Blindness immunity: +50% Light radius: +3 Amulets can have magical properties. |
IssilahadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Changes stats: +8 Con Changes resistances: +6% acid Reduces incoming crit damage: 18.00% Physical save: +16 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Cut immunity: +10% Disarm immunity: +15% Knockback immunity: +15% Rings can have magical properties. |
copper ring 'Fulychik'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% lightning / +18% light / +5% arcane Physical save: +7 (+1 eff.) Spell save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Life regen: +0.70 Maximum life: +47.00 Healing mod.: +14% Rings can have magical properties. |
savior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +14 (+4 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +29% Pinning immunity: +28% Knockback immunity: +27% Maximum life: +29.00 Rings can have magical properties. |
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 (+2 eff.) Physical power: +12 (+4 eff.) Armour: +3 Fatigue: -3% Changes stats: +3 Con Maximum encumbrance: +23 Physical save: +5 (+1 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. |
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. |
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. |
Lisewen [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +12 Physical crit. chance: +3.0% Changes resistances: +6% arcane Changes resistances penetration: +15% physical Changes damage: +15% acid Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Physical save: +36 (+9 eff.) Spell save: +51 (+12 eff.) It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Zanarohad' [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +12% acid / +12% light / +12% darkness Talent cooldown: Lay Web (-1 turn) Talent granted: +5 Lay Web Physical save: +36 (+9 eff.) Mental save: +9 (+3 eff.) Pinning immunity: +25% Teleport immunity: +15% It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ghoul slows down.
Loyal Halfling Oozemancer HEALS from nature damage!
Ghoul hits Loyal Halfling Oozemancer for (54 antimagic), 0 nature, 31 healing (0 total damage) [31 healing].
Loyal Halfling Oozemancer hits Ghoul for 0 arcane, 29 acid, 37 nature, 30 nature, 14 acid (110 total damage).
Skeleton magus casts Manathrust.
Loyal Halfling Oozemancer's mind surges with critical power!
Loyal Halfling Oozemancer is invigorated by the attack!
Skeleton magus hits Shadow for 504 arcane damage.
Skeleton magus hits Loyal Halfling Oozemancer for (151 antimagic), 0 arcane (0 total damage).
Loyal Halfling Oozemancer hits Skeleton magus for (13 absorbed), 0 arcane (0 total damage).
Ce'Nuda the elder vampire deactivates Invisibility.
Ghoul overcomes the gloom.
Ghoul slows down.
Loyal Halfling Oozemancer shares damage with her oozes!
Ghoul hits Loyal Halfling Oozemancer for 23 physical damage.
Loyal Halfling Oozemancer hits Ghoul for 29 acid, 29 nature, 23 nature, 14 acid (95 total damage).
Viral Injection from Loyal Halfling Oozemancer hits Ghoul for 9 blight damage.
Loyal Halfling Oozemancer is free from the rotting disease.
Loyal Halfling Oozemancer deactivates Wild Growth.
Loyal Halfling Oozemancer deactivates Psiblades.
The skin of Loyal Halfling Oozemancer starts dripping acid.
Loyal Halfling Oozemancer is no longer attuned.
Loyal Halfling Oozemancer deactivates Antimagic Shield.
Loyal Halfling Oozemancer deactivates Mitosis.
Loyal Halfling Oozemancer deactivates Adventure Friendly Fire Disabler.
Runed bone giant is wasting away.
Ultimate faeros is wasting away.
Silagassra the gwelgoroth is wasting away.
Ghast is wasting away.




















































































