Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Oozemancer |
| Level / Exp | 16 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Betobeth the gigantic sandworm tunneler at level 16 on the 26th Dusk 122nd year of Ascendancy at 01:19 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 71 (base 43) |
| Cunning | 45 (base 34) |
Resources
| Life | -7/240 |
| Equilibrium | 31 |
| Healing Factor | 0.89 |
| Regeneration | 23.4515 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 44 |
| Crit Chance | 18% |
| APR | 43 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53.841497978141 |
| Crit Chance | 24% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 26.15 |
| Ranged Defense | 26.15 |
| Fatigue | 11 |
| Physical Save | 26.075 |
| Spell Save | 27.675 |
| Mental Save | 43.92967151186 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Silence Resistance | 46% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Psiblades |
| talent | Mitosis |
| talent | Acidic Skin |
| beneficial effect | A flow of life spins around the target, regenerating 22.20 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.71 nature damage per turn and decreasing all heals received by 26%. Insidious Poison |
| beneficial effect | Nature damage increased by 3%. Natural Acid |
| beneficial effect | You lay mucus where you walk. Mucus |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | You gain 19% resistance against nature. Resolve |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
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 |
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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed ice ant stinger. * You've found the needed naga tongue. | 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 |
Equipment
| On feet | [vs. dreamer's pair of hardened leather boots of evasion (10 def, 3 armour) (On feet)] dreamer's pair of hardened leather boots of evasion (10 def, 3 armour)dreamer's pair of hardened leather boots of evasion (10 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Defense: +10 (+5 eff.) (-) Fatigue: +3% (-) Physical save: +7 (+4 eff.) (-) Spell save: +7 (+4 eff.) (-) Mental save: +8 (+3 eff.) (-) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 11 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +4 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. grounding rough leather cap (0 def, 1 armour) (On head)] grounding rough leather cap (0 def, 1 armour)grounding rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +5%(-) lightning / +6%(-) temporal A cap made of leather. |
| On hands | [vs. rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)] rough leather gloves of strength (+2) (0 def, 1 armour)rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Eye of the Dreaming One (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+3 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6(-) Con / +4(-) Wil Changes resistances: +10%(-) nature / +25%(-) cold Changes damage: +15%(-) cold Maximum mana: +20.00 (-) Maximum stamina: +20.00 (-) Maximum psi: +20.00 (-) Maximum air capacity: +50.00 (-) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 21.40 cold and 17.12 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| On fingers | [vs. Vargh Redemption (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: +7 (+7 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +4(-) Wil / +4 Cun / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Mindpower: +6 (+2 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 |
| Around neck | [vs. clarifying steel amulet of willpower (+4) (Around neck)] clarifying steel amulet of willpower (+4)clarifying steel amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(-) Wil Changes resistances: +10%(-) mind Confusion immunity: +24% (-) Amulets can have magical properties. |
| In main hand | [vs. vined mindstar of life (6-6.6 power, 35 apr, nature damage) (In main hand, 1 of 2)] vined mindstar of life (6-6.6 power, 35 apr, nature damage)vined mindstar of life (6-6.6 power, 35 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 67% Wil, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Life regen: +0.70 (-) Maximum life: +10.00 (-) Mindpower: +8 (+3 eff.) (-) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Around waist | [vs. Magmavice (Around waist)] MagmaviceMagmavice Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) (-) Damage when hit (Melee): 8(-) light / 4(-) fire Changes stats: +5(-) Str / +4(-) Con Changes resistances: +3%(-) light / +3%(-) fire Changes damage: +6%(-) fire Physical save: +8 (+4 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In off hand | [vs. vined mindstar of life (6-6.6 power, 35 apr, nature damage) (In main hand, 1 of 2)] Eye of Winter (8-8.8 power, 35 apr, cold damage)Eye of Winter (8-8.8 power, 35 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(+2.0 - +2.2) Uses stats: 67% Wil, 29% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 (-) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Life regen: +0.00 (-0.70) Maximum life: +0.00 (-10.00) Mindpower: +15 (+5 eff.) (+8 (+3 eff.)) Mental crit. chance: +4% (+2%) Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. Tap to cycle through comparison choices |
| Cloak | [vs. Singedeath the cashmere cloak (13 def, 0 armour) (Cloak)] Singedeath the cashmere cloak (13 def, 0 armour)Singedeath the cashmere cloak (13 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+7 eff.) (-) Changes stats: +3(-) Cun / +3(-) Wil Changes resistances: +3%(-) temporal / +15%(-) darkness / +3%(-) fire / +9%(-) nature / +5%(-) arcane Changes resistances penetration: +10%(-) darkness Changes damage: +15%(-) darkness / +9%(-) fire Stealth bonus: +11 (-) Physical save: +7 (+4 eff.) (-) Mental crit. chance: +6% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] troll-hide cured leather armour of Toknor (2 def, 4 armour)troll-hide cured leather armour of Toknor (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +5 (+2 eff.) (-) Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Critical mult.: +10.00% (-) Life regen: +3.20 (-) Healing mod.: +15% (-) A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. clarifying steel amulet of willpower (+4) (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Changes stats: +0(-4) Wil Changes resistances: +0%(-10%) mind Maximum encumbrance: +20 Confusion immunity: +0% (-24%) Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Vargh Redemption (On fingers, 1 of 2)] BreguyadilBreguyadil Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +2 Dex / +0(-4) Wil / +6(-) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] copper ring of frost (+20%)copper ring of frost (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-6) Con / +0(-4) Wil Changes resistances: +0%(-10%) nature / +20%(-5%) cold Changes damage: +10%(-5%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] titan's copper ringtitan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Wil / +2(-4) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Physical save: +4 (+2 eff.) Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. vined mindstar of life (6-6.6 power, 35 apr, nature damage) (In main hand)] chilling steel battleaxe of massacre (33-49.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. chilling steel battleaxe of massacre (33-49.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5(+27.0 - +42.9) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-33) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) Damage (Melee): +10 cold When wielded/worn: Life regen: +0.00 (-0.70) Maximum life: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-2%) Massive two-handed battleaxes. |
[vs. vined mindstar of life (6-6.6 power, 35 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (2.5-2.75 power, 12 apr, nature damage)mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-3.5 - -3.9) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-23) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Life regen: +0.00 (-0.70) Maximum life: +0.00 (-10.00) Mindpower: +2 (+1 eff.) (-6 (-2 eff.)) Mental crit. chance: +1% (-1%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. vined mindstar of life (6-6.6 power, 35 apr, nature damage) (In main hand)] yew vilestaff (20-24 power, 4 apr, fire element)This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+14.0 - +17.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-31) Physical crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Life regen: +0.00 (-0.70) Maximum life: +0.00 (-10.00) Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-2%) Staves designed for wielders of magic, by the greats of the art. |
[vs. vined mindstar of life (6-6.6 power, 35 apr, nature damage) (In main hand)] dwarven-steel waraxe 'Pitchtooth' (19.5-27.3 power, 4 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Pitchtooth' (19.5-27.3 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3(+13.5 - +20.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-31) Physical crit. chance: +5.5% (+2.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 nature / +9 temporal When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 30% chance to inflict damage reduction Reduces incoming crit damage: 10.00% Life regen: +0.00 (-0.70) Maximum life: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-2%) One-handed war axes. |
[vs. Singedeath the cashmere cloak (13 def, 0 armour) (Cloak)] resilient linen cloak of Eldoral (1 def, 0 armour)resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-12 (-6 eff.)) Changes stats: +1 Dex / +0(-3) Wil / +1(-2) Cun Changes resistances: +0%(-3%) temporal / +0%(-15%) darkness / +0%(-3%) fire / +0%(-9%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-15%) darkness / +0%(-9%) fire Stealth bonus: +0 (-11) Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Maximum life: +33.00 Mental crit. chance: +0% (-6%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] linen robe of frost (+16%) (0 def, 0 armour)linen robe of frost (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-7%) Changes resistances: +16% cold Changes damage: +11% cold Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-3.20) Healing mod.: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] linen robe of protection (3 def, 2 armour)linen robe of protection (3 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (-2) Defense: +3 (+2 eff.) (+1 (+0 eff.)) Fatigue: +0% (-7%) Critical mult.: +0.00% (-10.00%) Physical save: +15 (+8 eff.) Life regen: +0.00 (-3.20) Healing mod.: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dreamer's pair of hardened leather boots of evasion (10 def, 3 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-2) Defense: +2 (+1 eff.) (-8 (-4 eff.)) Fatigue: +2% (-1%) Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-3 eff.)) It can be used to boost speed by 43% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] troll-hide rough leather armour of the deep (1 def, 4 armour)troll-hide rough leather armour of the deep (1 def, 4 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +4 (-) Defense: +1 (+0 eff.) (-1 (+0 eff.)) Fatigue: +6% (-1%) Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Critical mult.: +0.00% (-10.00%) Life regen: +3.10 (-0.10) Healing mod.: +11% (-4%) A suit of armour made of leather. |
4 agate 4 agate0.00 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of health (Light source)] brass lantern of the zealotbrass lantern of the zealot Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Maximum life: +0.00 (-40.00) Light radius: +2 (-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. |
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. |
Transmogrification Chest Transmogrification ChestPowered 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), costing 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. |
[vs. Eye of the Dreaming One (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5(-) Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +3 (+1 eff.) (-2 (-1 eff.)) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 69 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 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
Log
Ktiamu is invigorated by the attack!
Ktiamu shares damage with his oozes!
Beyond the Flesh hits Ktiamu for 16 physical, 1 nature, 8 physical, 7 fire (33 total damage).
Ktiamu hits Ce'Narin the gigantic sandworm tunneler for 2 fire, (6 to psi shield), 5 acid, 6 light (13 total damage).
Insidious Poison from Ktiamu hits Ce'Narin the gigantic sandworm tunneler for (16 to psi shield), 12 nature (12 total damage).
Ktiamu uses Mucus.
Ktiamu uses Infusion: Wild.
Ktiamu is no longer pinned.
Ktiamu is cured!
Ktiamu lessens the pain.
Ktiamu uses Infusion: Regeneration.
Ktiamu starts regenerating health quickly.
Ce'Narin the gigantic sandworm tunneler uses Telekinetic Smash.
Ktiamu is invigorated by the attack!
Ktiamu is invigorated by the attack!
Ce'Narin the gigantic sandworm tunneler performs a melee critical strike against Ktiamu!
Ktiamu is invigorated by the attack!
Ktiamu is invigorated by the attack!
Ktiamu shrugs off the effect 'Stunned'!
Ktiamu shares damage with his oozes!
Ktiamu hits Ce'Narin the gigantic sandworm tunneler for 2 fire, (7 to psi shield), 5 acid, 7 light, 2 fire, (7 to psi shield), 5 acid, 7 light (30 total damage).
Ce'Narin the gigantic sandworm tunneler hits Ktiamu for 17 physical, 0 arcane, 4 mind, 7 physical, 6 fire, 30 physical, 2 nature, 7 physical, 6 fire (80 total damage).
Ktiamu is invigorated by the attack!
Talent Slime Spit is ready to use.
Ktiamu shares damage with his oozes!
Insidious Poison from Ce'Narin the gigantic sandworm tunneler hits Ktiamu for 1 nature damage.
Betobeth the gigantic sandworm tunneler uses Slash.
Ktiamu is no longer being stalked by Betobeth the gigantic sandworm tunneler.
Saving game...
