Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: FlexSpec Respec Limitation Relaxer 1.5.5Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. QuickTome: Resource Tweaks 1.3.1 Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Additional Randart Properties 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Serpent |
Class | Hydra |
Level / Exp | 18 / 25% |
Size | medium |
Lifes / Deaths | Killed by Emelutha the rogue at level 18 on the 2nd Flare 122nd year of Ascendancy at 02:31 2 / 4Killed by Aeremira the rogue at level 18 on the 2nd Flare 122nd year of Ascendancy at 04:20 Killed by Cyrema the drem at level 18 on the 2nd Flare 122nd year of Ascendancy at 04:40 Killed by Hydra at level 18 on the 2nd Flare 122nd year of Ascendancy at 04:45 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 41 (base 34) |
Magic | 10 (base 10) |
Willpower | 51 (base 46) |
Cunning | 80 (base 46) |
Resources
Life | 664/664 |
Fury | 88/88 |
Stamina | 254/254 |
Equilibrium | 0 |
Healing Factor | 1.3403791469194 |
Regeneration | 9.1815971563981 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Barehand
Damage | 11 |
Accuracy | 34 |
Crit Chance | 25% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +3% |
Arcane | +12% |
Cold | +12% |
All | 0% |
Lightning | +15% |
Physical | +15% |
Mind | +8% |
Darkness | +4% |
Fire | +19% |
Nature | +8% |
Offense: Damage Penetration
Lightning | +16% |
Blight | +10% |
Arcane | +15% |
Physical | +6% |
Nature | +4% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 15 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 37 |
Mental Save | 56 |
Defense: Resistances
Acid | + 5%( 70%) |
Blight | + 10%( 70%) |
Physical | + 10%( 70%) |
Cold | + 25%( 70%) |
All | + 2%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 13%( 70%) |
Fire | + 24%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (0/0)
Class Talents
Wild-heart / Breath Hydra | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Feral Hydra | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Glare Hydra | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-heart / Noble Animal | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 6/10 |
| 0/10 |
| 0/10 |
| 0/10 |
Ego / Serpent | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-heart / Hoarding Beast | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-heart / Hydragon | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-heart / Regenerate | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Prudence | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 5 |
beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 2 |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 11 |
beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 11 |
Quests
A compliation of all your achievements earnt. Heroic AchievementsYou are 55% of the way to your next Rank. You have killed: 65 Uniques 8 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - You've briefly contemplated your distrust of The Summoner and realized... It is futile. You are frightened by this man and want to depart from him as soon as possible... *** The Mind There seems to be 4 personalities in all: - Angry and fierce: It wants nothing to do with the world around it. It is bitter and will destroy anything whatsoever. - Scared and paranoid: It fears everything. It believes at but a lapse of awareness, all it knows will come crashing down. - Craven and desperate: It appears elated, but it is, in fact, despondent. Fruitlessly, it craves to fill its emptiness. - Sound and reliant: It looks to others to find its own meaning, rather than paving a way for itself. - If anything, you've determined that your heads are crazy. However, you're not going to allow them to drive YOU crazy! - You've realized-- Like the id of your psyche-- Your heads are truly spouting the most primitive forms of your desires. Perhaps they are worth listening to afterall...? - A Feral head said something about "never forgiving" someone, and mentioned a "Mr.Gehst". Were you betrayed in the past...?? - A Glare head mentioned "someone looking for you". You were being hunted, and it made you VERY scared... | active |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
1st feral head | Delomnir the Dourire (2.5-2.75 power, 12 apr, nature damage) Delomnir the Dourire (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature This natural sand should be returned to the wyrm. Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +4 darkness On Hit: 5% Sunburst 3 While equipped: dps ---------- Mind.crit +1% Mind.pwr +7 (+2 eff.) Dmg.mod +6% physical Res.pen +6% physical Melee Ret 6 physical ----- def ----- Resists +5% physical Mind.save +3 (+1 eff.) Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a mind power a nature gift 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 22 of target armor and 11% 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. |
2nd feral head | Gelle the mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Gelle the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar absorbs psionic energy that needs to be projected. Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+0 eff.) Dmg.mod +9% physical Acc +2 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+7 eff.) Rng.Def +9 (+4 eff.) Resists +9% lightning +7% fire +7% cold Disease- +15% ---------- misc Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
1st drool head | vined mindstar 'Glorada' (5.5-6.05 power, 18 apr, nature damage) vined mindstar 'Glorada' (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Dex +2 Con dps ---------- Mind.crit +2% Mind.pwr +9 (+2 eff.) Mov.spd +10% Dmg.mod +9% lightning +4% darkness +7% fire +5% mind +12% cold Melee Ret 4 mind 4 darkness ----- def ----- Resists +15% nature +3% fire ---------- misc Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
2nd glare head | Cobraqueller the mossy mindstar (2-2.2 power, 12 apr, mind damage) Cobraqueller the mossy mindstar (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar dreams of an epiphany. Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: 5% Ice Breath 1 While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Mind.pwr +6 (+1 eff.) Dmg.mod +3% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +8% mind Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.86 Max.psi +16.00 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. |
4th drool head | mossy mindstar 'Firequake' (2.5-2.75 power, 12 apr, mind damage) mossy mindstar 'Firequake' (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +12% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% nature +9% fire Heal.mod +12% Heal/summ +13 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. |
3rd drool head | Shockbright the mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Shockbright the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Psionic The natural wyrm seeks an element. Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +4 mind While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 12 lightning 16 mind Dmg.mod +3% mind Res.pen +10% lightning Melee Ret 3 lightning 3 physical 3 cold 2 fire 4 acid ----- def ----- Resists +4% lightning +3% physical +3% acid +3% fire +3% mind +4% cold Mind.save +3 (+1 eff.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Max.psi +14.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 93.10 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
4th glare head | mossy mindstar 'Radianceoblivion' (3-3.3 power, 12 apr, mind damage) mossy mindstar 'Radianceoblivion' (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Disrupt Power 3.0 - 3.3 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 4 light 12 mind Dmg.mod +2% nature Melee Ret 8 mind On Melee Ret: * Slows global speed by 2% ---------- misc Psi/kill +6.00 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. |
2nd drool head | Cyreselle the mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Cyreselle the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Psionic This harmonious mindstar will complement other natural mindstars. Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 8 blight Dmg.mod +3% nature Res.pen +10% blight +4% nature +15% arcane Melee Ret 8 arcane ----- def ----- Resists +4% nature +6% blight Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Max.psi +16.00 Masteries +0.10 Wild-gift/Harmony 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. |
3rd glare head | Falaroddarath (2.5-2.75 power, 12 apr, nature damage) Falaroddarath (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +8 blight While equipped: Stats +1 Str +1 Dex +2 Mag +4 Wil +2 Cun +2 Con dps ---------- Mind.crit +1% Spell.pwr +4 (+2 eff.) Mind.pwr +2 (+0 eff.) Dmg.mod +6% lightning +12% arcane +3% blight Res.pen +6% lightning Melee Ret 6 lightning ----- def ----- Resists +7% lightning HP.leech%% +9% HP.leech +6% ---------- misc Hate/m.crit +2.00 Max.mana +20.00 Max.hate +7.00 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. |
3rd feral head | Balancepyre the mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Balancepyre the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Random Unique] Nature/Psionic Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 arcane While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +3% acid On Hit (Melee): * Slows global speed by 30% ---------- misc Equi/ret +0.90 Hate/kill +2.00 Psi/kill +2.00 Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance On Nature Hit: 5% Slime Spit 2 Inflict 94.18 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Beteldara (1 def, 0 armour) Beteldara (1 def, 0 armour)2.0 T1 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun dps ---------- Mind.crit +5% Crit.mult +5.00% Mind.pwr +8 (+2 eff.) S.pwr/crit +4 ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
1st glare head | Balancesin the mossy mindstar (3-3.3 power, 12 apr, nature damage) Balancesin the mossy mindstar (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 4 nature Dmg.mod +3% nature ----- def ----- Armour +4 Resists +2% blight +12% cold Blind- +10% Disease- +11% 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. |
Inventory
7 agate 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
369 alchemist agate 369 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Achievements
By Hydra the Serpent Hydra level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Hydra the Serpent Hydra level 12
76th Pyre 122nd year of Ascendancy at 01:34 see stats
By Hydra the Serpent Hydra level 15
3rd Mirth 122nd year of Ascendancy at 01:36 see stats
Log
Cyrema the drem prepares a finishing blow...
Hydra collapses, motionless...
Emelutha the rogue's Soul Rot hits Hydra for 145 blight damage.
Hydra shudders...
Hydra takes 0 degeneration (0 total damage).
Ravage from Cyrema the drem hits Hydra for 26 physical damage.
Burning from Cyrema the drem hits Hydra for 35 fire damage.
Cyrema the drem receives 5 healing (6 psi heal).
Cyrema the drem uses Mind Sear.
Cyrema the drem's mind surges with critical power!
Cyrema the drem hits Hydra for 251 mind damage.
Hydra the level 18 serpent hydra was psyched to death by Cyrema the drem on level 1 of The Maze.
You have 2 life(s) left.
Hydra is no longer distorted.
Hydra stops burning.
Hydra is not stunned anymore.
Hydra quickly rises up!
Hydra is no longer being ravaged.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Cyrema the drem killed Hydra!
Talent Breath of Thunder is ready to use.
Talent Breath of Acid is ready to use.
Talent Relief is ready to use.
Talent Sordid Howl is ready to use.
Saving done.
Saving game...