Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum 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. Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Doomed |
Level / Exp | 12 / 39% |
Size | medium |
Lifes / Deaths | Killed by troll pirate at level 12 on the 38th Retaking 124th year of Ascendancy at 00:54 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 7 (base 10) |
Constitution | 14 (base 10) |
Magic | 10 (base 10) |
Willpower | 29 (base 30) |
Cunning | 36 (base 35) |
Resources
Life | -5/330 |
Hate | 100/100 |
Healing Factor | 1.11 |
Regeneration | 14.8185 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 4 |
Offense: Mainhand
Damage | 11 |
Accuracy | 21 |
Crit Chance | 11% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 21 |
Crit Chance | 10% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 6 |
Physical Save | 20 |
Spell Save | 19 |
Mental Save | 23 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 28% |
Fear Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 11 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 129 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Deflection |
talent | Call Shadows |
talent | Gesture of Pain |
detrimental effect | Huge cut that bleeds, doing 18.56 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | Myroddalar is feeding from troll pirate. Feeding |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 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. |
On head | [vs. clarifying linen wizard hat (1 def, 0 armour) (On head)] clarifying linen wizard hat (1 def, 0 armour)clarifying linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Cun Mental save: +5 (+2 eff.) (-) A pointy cloth hat, very wizardly... |
On hands | [vs. rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)] rough leather gloves of strength (+2) (0 def, 1 armour)rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. supercharged elm wand of clairvoyance [power 9] (8 cooldown) (Tool)] supercharged elm wand of clairvoyance [power 9] (8 cooldown)supercharged elm wand of clairvoyance [power 9] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 34 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | [vs. copper ring (On fingers, 1 of 2)] copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. copper ring (On fingers, 1 of 2)] steel ring of blinding strikessteel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to blind Effects on ranged hit: * 10% chance to blind Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. Sunstone (Around neck)] SunstoneSunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10%(-) cold Changes damage: +10%(-) light / +10%(-) fire Steampower: +8 (+4 eff.) (-) Steam each turn: +1.00 (-) This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | [vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand, 1 of 2)] vined mindstar (Shrouds) (83% power, 18 apr, nature damage)vined mindstar (Shrouds) (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +2% (-) Curse of Shrouds 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 |
Around waist | [vs. cleansing rough leather belt (Around waist)] cleansing rough leather beltcleansing rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) acid / +5%(-) blight A belt that goes around your waist. |
In off hand | [vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand, 1 of 2)] horrifying mossy mindstar (Nightmares) (75% power, 12 apr, nature damage)horrifying mossy mindstar (Nightmares) (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-9%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes damage: +2% mind / +3% darkness Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Nightmares 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. Yeti-fur Cloak (9 def, 2 armour) (Cloak)] Yeti-fur Cloak (9 def, 2 armour)Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+9 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+10 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | [vs. rough leather armour of Eyal (1 def, 2 armour) (Main armor)] rough leather armour of Eyal (1 def, 2 armour)rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Life regen: +1.10 (-) Maximum life: +42.00 (-) Healing mod.: +11% (-) A suit of armour made of leather. |
Inventory
steam generator implant (steam 5) steam generator implant (steam 5)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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 6) steam generator implant of the sneak (steam 6)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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Saw Projectorschematic: Saw Projector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand)] Ereludragrim (Madness) (114% power, 3 apr)This item will automatically be transmogrified when you leave the level. Ereludragrim (Madness) (114% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 114% (+31%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-15) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance to put talents on cooldown On weapon crit: + cripple the target Damage (Melee): +5 cold Burst (radius 2) on crit: +4 physical When wielded/worn: Physical crit. chance: +6.0% Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Stamina each turn: +0.60 Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Curse of Madness Sharp, long, and deadly. |
[vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand, 1 of 2)] hungering vined mindstar of flames (Nightmares) (83% power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. hungering vined mindstar of flames (Nightmares) (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 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. Power: 84% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +4% fire Changes resistances penetration: +5% fire Changes damage: +4% fire Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +2% (-) Global speed: +2% Curse of Nightmares It can be used to inflict 56.42 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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 |
[vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (Corpses) (75% power, 12 apr, mind damage)mossy mindstar (Corpses) (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-9%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Corpses 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 |
[vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (Corpses) (77% power, 12 apr, nature damage)mossy mindstar (Corpses) (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (-6%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Corpses 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 |
[vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (Misfortune) (75% power, 12 apr, mind damage)mossy mindstar (Misfortune) (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-9%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Misfortune 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 |
[vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand, 1 of 2)] parasitic vined mindstar of sand (Nightmares) (88% power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. parasitic vined mindstar of sand (Nightmares) (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power: 89% (+5%) Range: 1.1x (+0.0x) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 4 physical Changes resistances: +4% physical Changes resistances penetration: +7% physical Changes damage: +6% physical Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +2% (-) Life leech chance: +7% Life leech: +7% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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 |
[vs. vined mindstar (Shrouds) (83% power, 18 apr, nature damage) (In main hand)] cruel ash magestaff of blasting (Madness) (111% power, 3 apr, arcane element)This item will automatically be transmogrified when you leave the level. cruel ash magestaff of blasting (Madness) (111% power, 3 apr, arcane element) 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. Power: 111% (+28%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-15) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +8% Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Curse of Madness It can be used to unleash an elemental blastwave, dealing 12.65 to 15.18 arcane damage in a radius 3 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. cleansing rough leather belt (Around waist)] rough leather beltrough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) acid / +0%(-5%) blight A belt that goes around your waist. |
[vs. rough leather armour of Eyal (1 def, 2 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Life regen: +0.00 (-1.10) Maximum life: +0.00 (-42.00) Healing mod.: +0% (-11%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour of Eyal (1 def, 2 armour) (Main armor)] linen robe of life (0 def, 0 armour)linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Changes resistances: +5% blight Life regen: +1.60 (+0.50) Maximum life: +40.00 (-2.00) Healing mod.: +11% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour of Eyal (1 def, 2 armour) (Main armor)] verdant woollen robe of life (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. verdant woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Changes stats: +4 Con Changes resistances: +7% blight Changes damage: +6% nature Poison immunity: +24% Disease immunity: +22% Life regen: +1.50 (+0.40) Maximum life: +45.00 (+3.00) Healing mod.: +10% (-1%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)] Stralite Sand Shredder (0 def, 1 armour)Stralite Sand Shredder (0 def, 1 armour) Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +1 (-) Changes stats: +0(-2) Str Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
[vs. rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)] iron gauntlets of dexterity (+2) (0 def, 1 armour)iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+10 eff.) Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +1 (-) Changes stats: +0(-2) Str / +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. clarifying linen wizard hat (1 def, 0 armour) (On head)] insulating rough leather cap (0 def, 1 armour)insulating rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +0(-2) Cun Changes resistances: +5% cold / +6% fire Mental save: +0 (+0 eff.) (-5 (-2 eff.)) A cap made of leather. |
[vs. rough leather armour of Eyal (1 def, 2 armour) (Main armor)] 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 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Life regen: +0.00 (-1.10) Maximum life: +0.00 (-42.00) Healing mod.: +0% (-11%) A suit of armour made of leather. |
2 aquamarine 2 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. |
opal 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. |
topaz 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. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
spinel 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
[vs. supercharged elm wand of clairvoyance [power 9] (8 cooldown) (Tool)] steel torque of kinetic psionic shield [power 47] (20 cooldown)This item will automatically be transmogrified when you leave the level. steel torque of kinetic psionic shield [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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 ametrine 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. |
2 citrine 2 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. |
Achievements
By Myroddalar the Kruk Yeti Doomed level 7
17th Retaking 124th year of Ascendancy at 00:28 see stats
By Myroddalar the Kruk Yeti Doomed level 9
22nd Retaking 124th year of Ascendancy at 01:29 see stats
By Myroddalar the Kruk Yeti Doomed level 10
22nd Retaking 124th year of Ascendancy at 01:29 see stats
Log
Troll pirate hits Shadow for 0 physical, 0 lightning, 0 light (0 total damage).
Troll pirate hits Myroddalar for (12 deflected), 13 physical, (6 deflected), 6 physical, (3 deflected), 4 temporal (23 total damage).
Myroddalar hits Troll pirate for 2 mind, 2 darkness, 2 mind, 2 darkness (9 total damage).
Myroddalar hits Troll captain for 2 mind, 2 darkness, 2 mind, 2 darkness (9 total damage).
Myroddalar's Rune: Shielding has been disrupted by anti-magic forces!
Shadow hits Troll pirate for 39 physical damage.
You have deflected 7 incoming damage!
Bleeding from Troll captain hits Myroddalar for (7 deflected), 9 physical (9 total damage).
You have deflected 13 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Troll pirate misses Shadow.
Troll pirate misses Shadow.
Troll pirate hits Myroddalar for 19 physical, 12 physical, 7 temporal (38 total damage).
Troll captain hits Myroddalar for (11 gestured), (13 deflected), 24 physical, 8 mind, 6 cold, 28 physical (65 total damage).
Myroddalar hits Troll pirate for 2 mind, 2 darkness, 2 mind, 2 darkness (9 total damage).
Myroddalar hits Troll captain for 2 mind, 2 darkness, 2 mind, 2 darkness (9 total damage).
Myroddalar uses Infusion: Regeneration.
Myroddalar starts regenerating health quickly.
Shadow casts Shadow Flames.
Shadow feeds you hate from its latest victim. (+8 hate)
You collect a new ingredient: length of troll intestine (1).
Shadow hits Troll pirate for 108 fire damage.
Shadow hits Troll pirate for 39 physical damage.
Shadow killed Troll pirate!
Bleeding from Troll captain hits Myroddalar for 16 physical damage.
You have deflected 12 incoming damage!
Troll captain misses Myroddalar.
Your hatred grows even as your life fades! (+4 hate)
Saving game...