











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 12 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 7 on the 2nd Mirth 122nd year of Ascendancy at 12:10 3 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 50 (base 36) |
| Cunning | 41.336250513196 (base 32) |
Resources
| Life | 222/222 |
| Equilibrium | 61 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 0.99596774193549 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +101% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 32.196079204591 |
| See Invisible | 32.196079204591 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Fire | +5% |
| Acid | +10% |
| Mind | +13% |
| Nature | +18% |
Offense: Damage Penetration
| Fire | +5% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 22 (60%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 1 |
| Physical Save | 21 |
| Spell Save | 25 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Nature | + 40%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 2%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 15% |
| Poison Resistance | 20% |
| Stun Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Corrosive blades | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Effects
| talent | Psiblades |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 | Aerematar the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal / +3% mind Changes resistances penetration: +20% mind Changes damage: +3% mind Pinning immunity: +15% Stun/Freeze immunity: +5% A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Tool | Flashslice [power 1] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +2 Effects on melee hit: * 30% chance to blind Changes stats: +1 Con Physical save: +3 (+1 eff.) It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.6 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 275 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | nature's vined mindstar of flames (5-5.5 power, 22 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 51% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 fire Changes resistances: +2% blight / +5% fire Changes resistances penetration: +5% fire Changes damage: +3% nature / +5% fire Disease immunity: +10% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Global speed: +1% 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. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
| In off hand | creative vined mindstar of life (5-5.5 power, 22 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 51% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +5.00% Life regen: +0.50 Maximum life: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Wil / +1 Cun Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+9 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 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
healing infusion (heal 50)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 50 and cleanse 1 wound and 1 poison effect. 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. |
phase door rune (range 6; power 15; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Belywe the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% acid / +12% lightning Blindness immunity: +10% Disease immunity: +5% Silence immunity: +15% Amulets can have magical properties. |
steel amulet 'Sulfurprophet'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 16 fire Changes resistances: +9% nature / +3% fire Changes damage: +9% nature / +6% fire Life regen: +0.90 Amulets can have magical properties. |
gifted mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +5 (+2 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+10 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 72 power out of 80/80) : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.48 cold damage and 3.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flamewrought (0 def, 2 armour)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 (+1 eff.) 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 58.63 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. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 264/400. 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of cure ailments [power 1] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Talent Slime Roots is ready to use.
You are yanked out of this place!
You gain 0.10 gold from the transmogrification of steel torque of kinetic psionic shield [power 43] (18 cooldown).
You gain 0.55 gold from the transmogrification of quiver of ash arrows of accuracy (13/13, 23-32.2 power, 7 apr).
You gain 1.84 gold from the transmogrification of icy steel shield (6 def, 2 armour, 40.5 block).
You gain 10.04 gold from the transmogrification of Siledawyn (8 def, 2 armour, 75 block).
You gain 3.42 gold from the transmogrification of enlightening steel plate armour (4 def, 9 armour).
You gain 1.29 gold from the transmogrification of spiked cured leather armour (2 def, 4 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 4.28 gold from the transmogrification of thunderous steel waraxe (13-18.2 power, 3 apr).
You gain 2.45 gold from the transmogrification of steady cured leather sling of fire.
You gain 11.45 gold from the transmogrification of Belema the Oozesmasher.
You gain 1.17 gold from the transmogrification of acidic steel mace (14-19.6 power, 3 apr).
You gain 6.83 gold from the transmogrification of penetrating ash longbow of true flight.
You gain 1.55 gold from the transmogrification of arcing steel greatsword of massacre (30-48 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel dagger (12.5-16.25 power, 6 apr).
You gain 1.25 gold from the transmogrification of steel battleaxe of amnesia (24-36 power, 2 apr).
You gain 0.60 gold from the transmogrification of steel amulet of magic (+2).
You gain 0.56 gold from the transmogrification of teleportation rune (range 43).
You gain 0.90 gold from the transmogrification of regeneration infusion (heal 135 over 5 turns).
There is a A mysterious hole in the beach 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.
Nexia deactivates Psiblades.
Nexia deactivates Mitosis.
Nexia deactivates Antimagic Shield.
The skin of Nexia starts dripping acid.




































































