Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Werebeast Class 1.0.5Add a Werebeast class to the Wilder metaclass. Cursed by Nature to become an avenger against all who harm her. Its a bit Cursed, a bit Wyrmic and a bit Rogue. Contains 6 mostly unique Wild-Curse talent categories. Forum link: http://forums.te4.org/viewtopic.php?f=50&t=35100&start=0 Items Vault 1.1.2Donators/Buyers bonus! Midnight 1.0.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Steamtech UI 1.0.5 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level More Taints 1.0.5Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Druid Class 1.0.5Arcanum Class Pack 1.1.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.1.0Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Plenum Tooltip: Enhanced actor tooltip display for TOME v2.0 1.0.5Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Elemental Woes 1.0.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 11 / 37% |
| Size | small |
| Lifes / Deaths | Killed by chitinous ritch at level 2 on the 76th Pyre 122nd year of Ascendancy at 10:59 0 / 5Killed by Subject Z at level 8 on the 3rd Mirth 122nd year of Ascendancy at 01:23 Killed by armoured skeleton warrior at level 10 on the 3rd Mirth 122nd year of Ascendancy at 20:17 Killed by skeleton warrior at level 11 on the 4th Mirth 122nd year of Ascendancy at 14:13 Killed by skeleton warrior at level 11 on the 4th Mirth 122nd year of Ascendancy at 15:14 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 9 (base 11) |
| Constitution | 11 (base 16) |
| Magic | 10 (base 10) |
| Willpower | 39 (base 27) |
| Cunning | 35 (base 22) |
Resources
| Life | -27/182 |
| Equilibrium | 23 |
| Healing Factor | 1 |
| Regeneration | 12.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 6 |
| Accuracy | 26 |
| Crit Chance | 9% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 26 |
| Crit Chance | 9% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.65 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +15% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 14 (50%) |
| Defense | 17.25 |
| Ranged Defense | 17.25 |
| Fatigue | 0 |
| Physical Save | 7.175 |
| Spell Save | 16.975 |
| Mental Save | 37.8625 |
Defense: Resistances
| Physical | + 18%( 70%) |
| Fire | + 39%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Fear Resistance | 0% |
| Silence Resistance | 17% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Taints | Effective talent level: 1.0 Taint: ShadeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Become semi-corporeal for 6 turns, allowing you to walk through walls. Your semi-corporeal state grants you 12% evasion but also reduces your healing by 12%. Scales with Taintmarks. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
| Light source | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) 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. Tap to cycle through comparison choices |
| On head | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] cashmere wizard hat of madness (2 def, 0 armour)cashmere wizard hat of madness (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Defense: +2 Changes stats: +3 Cun / +3 Wil Mental save: +12 Confusion immunity: -20% Fear immunity: -20% Mindpower: +0 (-1) Mental crit. chance: +4% (+3%) It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 102 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... Tap to cycle through comparison choices |
| On fingers | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 18 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| On fingers | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] mule's steel ring of fire (+20%)mule's steel ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +23 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] blurring rough leather belt of carryingblurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Defense: +9 Fatigue: -4% Stealth bonus: +6 Maximum encumbrance: +24 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A belt that goes around your waist. Tap to cycle through comparison choices |
| In main hand | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (2.5-2.75 power, 12 apr, nature damage)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 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Mindpower: +1 (-) 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. Tap to cycle through comparison choices |
| On hands | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% When this weapon hits: Flamespit (30% chance level 3). Damage when this weapon hits: +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 38.83 fire damage. The damage will increase with your Mindpower. Attackspeed is 100% for non-Brawlers! These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Tap to cycle through comparison choices |
| In off hand | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (3-3.3 power, 12 apr, nature damage)mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+0.5 - +0.6) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Mindpower: +1 (-) 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. Tap to cycle through comparison choices |
| Cloak | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 51.78 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Tap to cycle through comparison choices |
| Main armor | [vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A suit of armour made of leather. Tap to cycle through comparison choices |
Inventory
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] taint of the banshee (120 damage and confuse for 6 turns)taint of the banshee (120 damage and confuse for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: You release a scream full of pain and sorrow, all who hear it take 120.00 mind damage and are confused (24 power) for 6 turns. This scream is so powerful that you are silenced for 6 turns. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] taint of the reaper (12 extra physical power for 6 turns)taint of the reaper (12 extra physical power for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-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 Is: a spell Description: Charge yourself with death for 6 turns. Everytime a creature dies you draw energy from it and regain 12 life/stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 12 but decreases your spell save by 12. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] thunderous steel battleaxe (21.5-32.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. thunderous steel battleaxe (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.2(+19.0 - +29.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-10) Physical crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Damage conversion: 33% lightning When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +9% lightning Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] balanced dwarven-steel battleaxe of daylight (32-48 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe of daylight (32-48 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0(+29.5 - +45.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-10) Physical crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) Damage when this weapon hits: +11 light Damage against: +11% Undead When wielded/worn: Accuracy: +9 Defense: +6 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] slime-covered steel greatmaul (27.5-41.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. slime-covered steel greatmaul (27.5-41.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2(+25.0 - +38.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-10) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) Damage when this weapon hits: +8 nature slow When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Massive two-handed maul. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] huntsman's steel greatsword of erosion (24.5-39.2 power, 2 apr)This item will automatically be transmogrified when you leave the level. huntsman's steel greatsword of erosion (24.5-39.2 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2(+22.0 - +36.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-10) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) Damage when this weapon hits: +16 nature / +8 temporal Damage against: +6% Animal When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] elemental dwarven-steel longsword of crippling (22.5-31.5 power, 4 apr)This item will automatically be transmogrified when you leave the level. elemental dwarven-steel longsword of crippling (22.5-31.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5(+20.0 - +28.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-8) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Special effect when this weapon hits: random elemental effect Special effect when this weapon crits: cripple the target Damage conversion: 12% fire / 10% lightning / 12% acid / 13% cold When wielded/worn: Physical crit. chance: +6.0% Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] Eclipse (18-21.6 power, 4 apr, darkness damage)This item will automatically be transmogrified when you leave the level. Eclipse (18-21.6 power, 4 apr, darkness damage) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(+15.5 - +18.8) Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 (-8) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% physical / +15% temporal / +15% darkness / +15% light Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] blighted ash starstaff of war (24-28.8 power, 3 apr, temporal damage)This item will automatically be transmogrified when you leave the level. blighted ash starstaff of war (24-28.8 power, 3 apr, temporal damage) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 24.0 - 28.8(+21.5 - +26.0) Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 (-9) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) Damage when this weapon hits: +7 physical When wielded/worn: Accuracy: +6 Physical crit. chance: +6.0% Damage when the wearer hits(melee): 7 infective blight Changes damage: +15% temporal Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +6 Spell crit. chance: +2% Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] feathered ash starstaff (15-18 power, 3 apr, temporal damage)This item will automatically be transmogrified when you leave the level. feathered ash starstaff (15-18 power, 3 apr, temporal damage) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+12.5 - +15.2) Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 (-9) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +6 Defense: +5 Fatigue: -5% Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] lifebinding ash magestaff of fate (15-18 power, 3 apr, lightning damage)This item will automatically be transmogrified when you leave the level. lifebinding ash magestaff of fate (15-18 power, 3 apr, lightning damage) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+12.5 - +15.2) Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 (-9) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +3 Con Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +6 Spell save: +6 Mental save: +7 Life regen: +0.70 Spellpower: +10 Spell crit. chance: +5% Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] stargazer's woollen robe (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. stargazer's woollen robe (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Defense: +4 Changes stats: +1 Cun Changes damage: +6% darkness / +8% light Spellpower: +5 Spell crit. chance: +6% Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] woollen robe of blight (+10%) (4 def, 0 armour)This item will automatically be transmogrified when you leave the level. woollen robe of blight (+10%) (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Defense: +4 Changes resistances: +10% blight Changes damage: +10% blight Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A cloth vestment. It offers no intrinsic protection but is easy to move in. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] spiked steel mail armour (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. spiked steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 11 physical Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] cured leather armour of cold resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +17% cold Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] searing cured leather armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. searing cured leather armour (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer hits(melee): 10 acid / 8 fire Damage when the wearer is hit: 9 acid / 9 fire Changes resistances: +10% acid / +10% fire Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] agateagate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] 3 spinel3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] 3 ametrine3 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mindpower: +0 (-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% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] 2 citrine2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] 5 zircon5 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +1 Changes resistances: +1% all Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Armour: +2 Changes resistances: +2% all Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) 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 is 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. Tap to cycle through comparison choices |
[vs. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 0% (-100%) When wielded/worn: Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. Tap to cycle through comparison choices |
Achievements
Log
Talent Ritch Flamespitter is ready to use.
Myha summons a War Hound!
Myha's mind surges with critical power!
Skeleton warrior uses Stunning Blow.
Skeleton warrior hits War hound for 196 physical damage.
Skeleton warrior killed War hound!
Myha summons a Minotaur!
Skeleton warrior performs a melee critical strike against Minotaur!
Skeleton warrior hits Minotaur for 139 physical, 8 blight (148 total damage).
Minotaur hits Skeleton warrior for 16 mind, 34 physical, 8 mind (59 total damage).
Skeleton warrior hits Minotaur for 104 physical damage.
Skeleton warrior killed Minotaur!
Myha summons a 3-headed hydra!
3-headed hydra breathes lightning!
3-headed hydra hits Skeleton warrior for 102 lightning damage.
Skeleton warrior hits Myha for 95 physical, 8 blight (104 total damage).
3-headed hydra hits Skeleton warrior for 8 physical damage.
Myha uses Infusion: Wild.
Myha lessens the pain.
Myha uses Infusion: Regeneration.
Myha starts regenerating health quickly.
Saving game...
