









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Hulk! 1.4.8 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 24 / 36% |
Size | small |
Lifes / Deaths | Killed by Yeekstramtu at level 24 on the 3rd Allure 123rd year of Ascendancy at 21:23 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 109 (base 100) |
Dexterity | 104 (base 100) |
Constitution | 100 (base 100) |
Magic | 106 (base 100) |
Willpower | 106 (base 100) |
Cunning | 108 (base 100) |
Resources
Life | -129198/1000224 |
Psi | 94/151 |
Healing Factor | 1.4999965160856 |
Regeneration | 0.37499912902141 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +23% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 82.05979477528 |
See Invisible | 82.05979477528 |
Offense: Mainhand
Damage | 150 |
Accuracy | 70 |
Crit Chance | 48% |
APR | 3 |
Speed | 0.91 |
Offense: Offhand
Damage | 42 |
Accuracy | 65 |
Crit Chance | 51% |
APR | 15 |
Speed | 0.91 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Fire | +3% |
Nature | +10% |
Physical | +5% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Lightning | +6% |
Blight | +35% |
Cold | +15% |
Fire | +20% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 28 (62.946778433524%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 45 |
Mental Save | 52 |
Defense: Resistances
Nature | + 32%( 70%) |
Acid | + 47%( 70%) |
Light | + 31%( 70%) |
Mind | + 29%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 28%( 70%) |
Fire | + 49%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Confusion Resistance | 85% |
Silence Resistance | 50% |
Pinning Resistance | 31% |
Poison Resistance | 50% |
Knockback Resistance | 31% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Effects
Quests
You have been tasked to remove at least one of the 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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ritch stinger. * You've found the needed electric eel tail. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 27 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 nature Damage (radius 2) on crit: +22 lightning / +5 cold / +8 blight When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +6% blight Changes resistances penetration: +6% lightning / +15% cold / +10% blight Movement speed: +23% One-handed war axes. |
Quiver | ![]() Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage Damage (Ranged): +20 arcane / +12 physical Damage (radius 1) on hit: +20 arcane Damage (radius 2) on crit: +20 arcane Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Defense: +4 (+1 eff.) Fatigue: +4% Changes stats: +4 Str / +9 Lck Changes resistances: +12% fire / +3% all Changes resistances penetration: +20% fire Changes damage: +3% fire Physical save: +8 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Changes stats: +3 Cun / +3 Dex Changes resistances: +6% mind / +9% light Changes damage: +6% mind Reduces incoming crit damage: 15.00% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +6 Mag / +5 Con Changes resistances penetration: +15% mind Disarm immunity: +24% Pinning immunity: +31% Knockback immunity: +31% Maximum life: +31.00 Maximum psi: +30.00 Infravision radius: +2 Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +8 Str Changes resistances: +6% acid / +21% fire / +5% arcane Changes damage: +5% physical Mental save: +3 (+1 eff.) Combat speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 31% Damage (Melee): +16 mind Damage (radius 1) on hit: +20 darkness When wielded/worn: Hate when firing a critical mind attack: +3.00 Mindpower: +20 (+5 eff.) One-handed war axes. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +9% mind Physical save: +6 (+2 eff.) Equilibrium when hit: +0.12 Mindpower: +18 (+5 eff.) Mental crit. chance: +4% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 284.12 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +24% acid / +9% all Changes resistances penetration: +25% blight Changes damage: +16% acid / +6% mind Mana each turn: +0.12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() movement infusion (speed 639%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion (speed 765%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() teleportation rune (range 49; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 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 spell talent. |
![]() starseer's gold amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 10 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 31% * 11% chance to blind Changes stats: +4 Mag Changes damage: +15% darkness / +6% temporal / +14% light / +6% physical Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
![]() Ivotira Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage (Melee): 29 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 39 Damage (Ranged): 35 physical Changes stats: +2 Str / +1 Dex / +7 Wil / +16 Cun Changes resistances: +38% lightning Changes damage: +19% lightning Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Mindpower: +15 (+4 eff.) Light radius: +3 See invisible: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() voratun battleaxe of ruin (56-83 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +21 Physical crit. chance: +10.0% Critical mult.: +30.00% Massive two-handed battleaxes. |
![]() Shantiz the Stormblade (15-20 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() chilling stralite dagger of massacre (43-56 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 43.0 - 55.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +13 cold Sharp, short and deadly. |
![]() dwarven-steel dagger 'Dimidol' (28-37 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 28.5 - 37.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 39 * 23% chance to reduce armor by 37% * 20% chance to reduce damage dealt by 31% Damage (Melee): +23 acid / +20 mind Damage (radius 1) on hit: +23 darkness / +12 acid When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 37% Changes resistances: +12% darkness Changes resistances penetration: +28% acid / +25% mind Sharp, short and deadly. |
![]() slime-covered voratun dagger of massacre (50-66 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to slow global speed by 67% Sharp, short and deadly. |
![]() Samaromichik (42-62 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23% chance to slow global speed by 67% When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Armour: +18 Effects on melee hit: * 23 arcane resource burn Changes stats: +4 Str / +4 Dex Changes resistances: +9% light / +15% blight Critical mult.: +45.00% Maximum stamina: +34.07 Infravision radius: +3 Massive two-handed mauls. |
![]() chilling stralite greatsword of massacre (61-98 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 cold Massive two-handed swords. |
![]() Frigidnight (22-31 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 cold Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +20 cold When wielded/worn: Changes stats: +3 Str / +4 Dex / +5 Mag Changes resistances: +15% lightning / +15% cold Changes damage: +15% cold Infravision radius: +3 Sharp, long, and deadly. |
![]() Cloudpierce (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +9% lightning / +33% fire / +9% darkness Talent granted: +1 Attune Mindstar Physical save: +4 (+1 eff.) Spell save: +25 (+8 eff.) Mental save: +19 (+6 eff.) Disease immunity: +23% Cut immunity: +23% Pinning immunity: +23% Teleport immunity: +23% Equilibrium when hit: +1.70 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
![]() Eye of the Wyrm (16-18 power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+3 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Lightning Breath (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 120.01 to 360.04 lightning damage (240.03 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() blooming living mindstar of sand (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 physical Changes resistances: +18% physical Changes resistances penetration: +16% physical Changes damage: +18% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +19% Heals friendly targets nearby when you use a nature summon: +36 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. |
![]() creative mossy mindstar of life (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Life regen: +0.80 Maximum life: +18.00 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. |
![]() gifted pulsing mindstar of venom (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 12 acid Changes resistances: +9% acid Changes resistances penetration: +13% acid Changes damage: +15% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +18 (+5 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mindwoven elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +11% blight / +15% all Mental save: +26 (+8 eff.) Life regen: +4.70 Maximum life: +55.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed silk robe of light (+40%) (4 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Changes stats: +7 Mag Changes resistances: +11% darkness / +40% light / +13% all Changes damage: +30% light Maximum life: +62.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dwarven-steel helm 'Turerand' (9 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +4 Defense: +9 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 arcane Changes stats: +5 Cun / +3 Mag Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +113.58 Spellpower: +20 (+6 eff.) Spell crit. chance: +3% Mindpower: +34 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Camadunador the Rimeprophet (24 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical power: +34 (+9 eff.) Armour: +8 Defense: +24 (+6 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Dex / +4 Con Changes resistances: +18% nature / +18% blight Changes resistances penetration: +28% cold Changes damage: +30% physical Reduced damage from: +11% Unnatural Stamina each turn: +3.41 A suit of armour made of mail. |
![]() Zerotir the Bleakblow (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +9% lightning / +17% temporal / +15% light / +33% cold / +15% nature / +21% darkness Changes resistances penetration: +20% cold Changes damage: +9% darkness A suit of armour made of mail. |
![]() voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +23 (+6 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +8 Str / +8 Mag / +6 Wil Changes resistances: +17% lightning Spellpower: +22 (+7 eff.) Spell crit. chance: +7% Mindpower: +22 (+6 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
![]() cleansing hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +16% nature / +15% blight Critical mult.: +15.00% A suit of armour made of leather. |
![]() voratun shield 'Hirig' (0 def, 13 armour, 184 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 254 physical damage over 5 turns (1/turn) Changes stats: +2 Str / +1 Dex / +7 Wil Changes resistances: +13% acid / +20% physical / +13% cold / +9% fire / +13% lightning Changes resistances penetration: +15% mind Changes damage: +15% blight / +6% mind Talent granted: +1 Block Critical mult.: +5.00% Slows Projectiles: +40% Bonus block near projectiles: +106 Handheld deflection devices. |
![]() Xanalaith the Blindstrider (20/20, 65-91 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 65.0 - 91.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +20.5% Capacity: 20 On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +23 acid / +16 mind / +23 light Damage (radius 1) on hit: +23 mind Damage (radius 2) on crit: +23 acid / +16 light Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 Activation costs 122 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 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. |
![]() Blacksweeper [power 320] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 23% chance to reduce damage dealt by 31% * 23% chance to reduce all saves and defense by 39 Damage when hit (Melee): 10 darkness Changes stats: +11 Wil Changes resistances penetration: +20% darkness Critical mult.: +22.72% Equilibrium when hit: +0.16 Mental crit. chance: +4% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (320 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Yeekstramtu the Yeek Mindslayer level 17
3rd Dusk 122nd year of Ascendancy at 03:42 see stats
By Yeekstramtu the Yeek Mindslayer level 22
62nd Dusk 122nd year of Ascendancy at 11:16 see stats
By Yeekstramtu the Yeek Mindslayer level 23
3rd Allure 123rd year of Ascendancy at 10:43 see stats
By Yeekstramtu the Yeek Mindslayer level 10
3rd Mirth 122nd year of Ascendancy at 20:42 see stats
By Yeekstramtu the Yeek Mindslayer level 20
50th Dusk 122nd year of Ascendancy at 00:31 see stats
By Yeekstramtu the Yeek Mindslayer level 24
3rd Allure 123rd year of Ascendancy at 19:15 see stats
By Yeekstramtu the Yeek Mindslayer level 24
3rd Allure 123rd year of Ascendancy at 19:15 see stats
By Yeekstramtu the Yeek Mindslayer level 15
6th Flare 122nd year of Ascendancy at 05:09 see stats
By Yeekstramtu the Yeek Mindslayer level 24
3rd Allure 123rd year of Ascendancy at 19:15 see stats
By Yeekstramtu the Yeek Mindslayer level 16
10th Flare 122nd year of Ascendancy at 20:02 see stats
Log
Yeekstramtu repels an attack from Vorilrann the anaconda.
Vorilrann the anaconda performs a melee critical strike against Yeekstramtu!
Yeekstramtu resists the constriction!
Vorilrann the anaconda hits Yeekstramtu for (80 to psi shield), 141 physical, 9 darkness (151 total damage).
Yeekstramtu hits Vorilrann the anaconda for 80 physical, 8 nature, 15 physical, 22 fire (125 total damage).
Yeekstramtu performs a melee critical strike against Vorilrann the anaconda!
Yeekstramtu performs a melee critical strike against Vorilrann the anaconda!
Yeekstramtu hits Vorilrann the anaconda for 125 physical, 18 mind, 12 darkness, 15 physical, 22 fire, 3 nature, 35 nature, 15 physical, 22 fire (267 total damage).
Yeekstramtu starts suffocating to death!
Yeekstramtu is suffocating.
Yeekstramtu performs a melee critical strike against Vorilrann the anaconda!
Vorilrann the anaconda is recovering from the damage!
Yeekstramtu performs a melee critical strike against Vorilrann the anaconda!
Vorilrann the anaconda uses Throwing Knives.
Yeekstramtu hits Vorilrann the anaconda for 132 physical, 18 mind, 12 darkness, 15 physical, 22 fire, 3 nature, 35 nature, 15 physical, 22 fire (274 total damage).
Vorilrann the anaconda's Throwing Knife performs a melee critical strike against Yeekstramtu!
Vorilrann the anaconda's Throwing Knife hits Yeekstramtu for (80 to psi shield), 301 physical (301 total damage).
You are unable to move!
Yeekstramtu uses Infusion: Wild.
Yeekstramtu's is no longer disrupted.
Yeekstramtu is cured!
Yeekstramtu lessens the pain.
Yeekstramtu performs a melee critical strike against Vorilrann the anaconda!
Yeekstramtu hits Vorilrann the anaconda for 169 physical, 21 mind, 14 darkness, 17 physical, 26 fire, 2 nature, 30 nature, 17 physical, 26 fire (324 total damage).
Vorilrann the anaconda performs a melee critical strike against Yeekstramtu!
Vorilrann the anaconda hits Yeekstramtu for (27 to psi shield), 40 physical (40 total damage).
Yeekstramtu the level 24 yeek mindslayer suffocated to death on level 1 of Noxious Caldera.