Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| 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. 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/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:
ZOmnibus Addon Pack 1.4.0Combines 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Archmage |
| Level / Exp | 23 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by sunwall vindicator at level 10 on the 50th Retaking 124th year of Ascendancy at 04:23 0 / 6Killed by sun paladin recruit at level 11 on the 51st Retaking 124th year of Ascendancy at 05:02 Killed by forge-giant at level 19 on the 15th Pain 124th year of Ascendancy at 18:22 Killed by orc necromancer at level 20 on the 16th Pain 124th year of Ascendancy at 00:09 Killed by orc soldier at level 20 on the 16th Pain 124th year of Ascendancy at 01:53 Killed by naga psyren at level 23 on the 18th Pain 124th year of Ascendancy at 01:39 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 7 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 71 (base 53) |
| Willpower | 80 (base 44) |
| Cunning | 38 (base 11) |
Resources
| Life | -39/420 |
| Mana | 462/533 |
| Healing Factor | 1.25 |
| Regeneration | 97.8125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 9 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 9% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 1 |
| Physical Save | 13 |
| Spell Save | 46 |
| Mental Save | 30 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (3/3)
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Shield |
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 72.80 life per turn. Regeneration |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +72% arcane resistance. Arcane Storm |
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. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | 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 |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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
| On feet | [vs. Aetherwalk (6 def, 0 armour) (On feet)] Aetherwalk (6 def, 0 armour)Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+6 eff.) (-) Fatigue: +1% (-) Changes stats: +8(-) Cun / +8(-) Mag Changes resistances: +12%(-) arcane Changes resistances cap: +5%(-) arcane Spellpower: +5 (+2 eff.) (-) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| On hands | [vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal Talents granted: +1.00(-) Sand Shredder N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| On head | [vs. Anyldir the Blazeworm (3 def, 0 armour) (On head)] Anyldir the Blazeworm (3 def, 0 armour)Anyldir the Blazeworm (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) (-) Effects on melee hit: * 40% chance to daze Damage (Melee): 0(-40) item lightning daze Changes stats: +10(-) Cun / +10(-) Wil Changes resistances: +31%(-) fire / +3%(-) temporal Changes damage: +19%(-) fire Spell save: +15 (+5 eff.) (-) Mindpower: +9 (+3 eff.) (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. Tree of Life (Tool)] Tree of LifeTree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6(-) Con / +7(-) Wil Changes resistances: +20%(-) blight / +20%(-) nature Changes damage: +20%(-) nature Talent masteries: +0.10(-) Wild-gift / Call of the wild +0.10(-) Wild-gift / Harmony Mindpower: +7 (+3 eff.) (-) Healing mod.: +25% (-) Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | [vs. solipsist's steel ring of pilfering (On fingers, 1 of 2)] solipsist's steel ring of pilferingsolipsist's steel ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+8 eff.) (-) Armour penetration: +8 (-) Defense: +8 (+8 eff.) (-) Changes stats: +4(-) Cun / +4(-) Wil Mindpower: +8 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. solipsist's steel ring of pilfering (On fingers, 1 of 2)] voratun ring 'Polonn'voratun ring 'Polonn' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-8 eff.)) Armour penetration: +2 (-6) Defense: +0 (+0 eff.) (-8 (-8 eff.)) Changes stats: +6(+2) Cun / +5(+1) Wil Changes resistances penetration: +5% mind Grants telepathy: Dragon Stun/Freeze immunity: +69% Life regen: +5.20 Equilibrium when hit: +0.08 Maximum life: +10.00 Mindpower: +10 (+3 eff.) (+2 (+0 eff.)) Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. starlit steel amulet of strength (+3) (Around neck)] starlit steel amulet of strength (+3)starlit steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Str Changes resistances: +14%(-) light / +15%(-) darkness Blindness immunity: +28% (-) Amulets can have magical properties. |
| In main hand | [vs. surging elven-wood vilestaff of might (129% power, 5 apr, fire element) (In main hand)] surging elven-wood vilestaff of might (129% power, 5 apr, fire element)surging elven-wood vilestaff of might (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (-) Physical crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +25%(-) fire Talents granted: +1.00(-) Command Staff Spellpower on spell critical (stacks up to 3 times): +5 (-) Spellpower: +12 (+3 eff.) (-) Spell crit. chance: +10% (-) Staves designed for wielders of magic, by the greats of the art. |
| Main armor | [vs. focusing silk robe of time (+13%) (3 def, 0 armour) (Main armor)] focusing silk robe of time (+13%) (3 def, 0 armour)focusing silk robe of time (+13%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) (-) Changes stats: +4(-) Wil / +5(-) Mag Changes resistances: +13%(-) temporal Changes damage: +13%(-) temporal Mana each turn: +0.15 (-) Psi each turn: +0.14 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. spellcowled linen cloak (1 def, 0 armour) (Cloak)] spellcowled linen cloak (1 def, 0 armour)spellcowled linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Wil / +2(-) Mag Spell save: +6 (+2 eff.) (-) Maximum mana: +44.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. brass lantern of focus (Light source)] brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes damage: +6%(-) mind 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. |
Inventory
This item will automatically be transmogrified when you leave the level. heat beam rune of the warrior (258 fire damage)heat beam rune of the warrior (258 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 258.34 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Explosive Shellschematic: Explosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. solipsist's steel ring of pilfering (On fingers, 1 of 2)] marksman's gold ringThis item will automatically be transmogrified when you leave the level. marksman's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) (-2 (-2 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-8 (-8 eff.)) Changes stats: +3 Dex / +0(-4) Cun / +0(-4) Wil Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. surging elven-wood vilestaff of might (129% power, 5 apr, fire element) (In main hand)] shimmering ash magestaff of warding (111% power, 3 apr, lightning element)This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of warding (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-18%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-2) Physical crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Maximum wards: +2 lightning Changes damage: +15% lightning / +0%(-25%) fire Talents granted: +1 Ward +1.00(-) Command Staff Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +36.00 Spellpower: +6 (+1 eff.) (-6 (-2 eff.)) Spell crit. chance: +2% (-8%) Staves designed for wielders of magic, by the greats of the art. |
[vs. surging elven-wood vilestaff of might (129% power, 5 apr, fire element) (In main hand)] Polossra the Blindshine (171% power, 4 apr)Polossra the Blindshine (171% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% (+42%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-1) Physical crit. chance: +8.0% (+3.5%) Attack speed: 100% (-) On weapon hit: * 28% chance to daze (+28%) * 28% chance to cause random gloom (+28%) Damage (Melee): +38 mind Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +3 Dex / +5 Mag / +11 Wil / +10 Cun / +3 Con Changes resistances: +3% blight Changes resistances penetration: +16% lightning Changes damage: +0%(-25%) fire Talent granted: +0(+-1) Command Staff Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-10%) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
[vs. surging elven-wood vilestaff of might (129% power, 5 apr, fire element) (In main hand)] Trident of the Tides (191% power, 20 apr)Trident of the Tides (191% power, 20 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% (+62%) Range: 1.4x (+0.2x) Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 (+15) Physical crit. chance: +15.0% (+10.5%) Attack speed: 100% (-) When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances: +25% cold Changes damage: +0%(-25%) fire / +20% cold Talent granted: +0(+-1) Command Staff Spell save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-10%) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.9 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 216.80. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. surging elven-wood vilestaff of might (129% power, 5 apr, fire element) (In main hand)] steel waraxe of paradox (107% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe of paradox (107% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% (-22%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-2) Physical crit. chance: +4.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +9 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +9% temporal Changes damage: +0%(-25%) fire Talent granted: +0(+-1) Command Staff Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-10%) One-handed war axes. |
[vs. surging elven-wood vilestaff of might (129% power, 5 apr, fire element) (In main hand)] dwarven-steel waraxe (124% power, 4 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (124% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% (-5%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-1) Physical crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-25%) fire Talent granted: +0(+-1) Command Staff Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-10%) One-handed war axes. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] hardened leather gloves of strength (+3) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. hardened leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +2 Changes stats: +3 Str / +0(-3) Mag Changes resistances: +0%(-8%) darkness / +0%(-8%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) darkness / +0%(-8%) temporal Talent granted: +0(+-1) Sand Shredder N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Tree of Life (Tool)] iron pickaxe of endurance (dig speed 36 turns)iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str / +0(-7) Wil / +0(-6) Con Changes resistances: +0%(-20%) blight / +0%(-20%) nature Changes damage: +0%(-20%) nature Talent masteries: +0.00(-0.10) Wild-gift / Call of the wild +0.00(-0.10) Wild-gift / Harmony Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Healing mod.: +0% (-25%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)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! |
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. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Bob LVIII the Kruk Yeti Archmage level 13
5th Revenge 124th year of Ascendancy at 19:41 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bob LVIII the Kruk Yeti Archmage level 12
52nd Retaking 124th year of Ascendancy at 12:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Bob LVIII the Kruk Yeti Archmage level 10
33rd Retaking 124th year of Ascendancy at 19:01 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Bob LVIII the Kruk Yeti Archmage level 20
16th Pain 124th year of Ascendancy at 00:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Bob LVIII the Kruk Yeti Archmage level 17
36th Revenge 124th year of Ascendancy at 14:01 see stats
Log
Burning from Bob LVIII hits Cave troll for 149 fire damage.
Bob LVIII's arcane area effect hits Bob LVIII for 22 arcane damage.
Flameshock is still on cooldown for 7 turns.
Bob LVIII casts Fireflash.
Naga psyren uses Silence.
Bob LVIII is silenced!
Bob LVIII receives 28 healing.
Burning from Bob LVIII hits Cave troll for 149 fire damage.
Bob LVIII's arcane area effect hits Bob LVIII for 22 arcane damage.
Talent Illuminate is ready to use.
Naga psyren casts Mind Disruption.
Bob LVIII shrugs off the effect 'Confused'!
You collect a new ingredient: length of troll intestine (1).
Bob LVIII is silenced and cannot use Dust to Dust.
Bob LVIII's Fireflash hits Bob LVIII for 249 fire damage.
Bob LVIII's Fireflash hits Cave troll for 541 fire damage.
Bob LVIII's Fireflash hits Naga psyren for 361 fire damage.
Bob LVIII receives 28 healing.
Bob LVIII's Fireflash killed Cave troll!
Bob LVIII's arcane area effect hits Bob LVIII for 22 arcane damage.
Talent Flame is ready to use.
Bob LVIII uses Infusion: Wild.
Bob LVIII lessens the pain.
Bob LVIII uses Infusion: Regeneration.
Bob LVIII starts regenerating health quickly.
Naga psyren uses Mind Sear.
Saving game...
