










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 16 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Captured Yeti Behemoth at level 16 on the 33rd Revenge 124th year of Ascendancy at 15:49 / 1 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 73 (base 43) |
| Willpower | 45 (base 33) |
| Cunning | 17 (base 11) |
Resources
| Life | -45/309 |
| Mana | 58/482 |
| Steam | 100/100 |
| Healing Factor | 1.1460311219418 |
| Regeneration | 1.4325389024273 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 8 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +15% |
| Temporal | +13% |
| Arcane | +55% |
| Nature | +17% |
| All | +5% |
Offense: Damage Penetration
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 31%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 20%( 70%) |
| Blight | + 14%( 70%) |
| Darkness | + 21%( 70%) |
| Cold | + 23%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.45 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
| On hands | iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 102% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (115 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Skygrind'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% lightning +6% blight +15% light +24% nature Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of mastery (0.15 Spell / Conveyance)0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Masteries +0.15 Spell/Conveyance Amulets make your neck look great! |
| In main hand | Moromigontir the Duathelstreak (146% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 146% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +5% Spell.pwr +28 (+7 eff.) Melee+ 23 arcane Dmg.mod +6% darkness +37% arcane Res.pen +20% cold ----- def ----- Resists +13% darkness +12% temporal Def/telep +25 Res/telep +25% Dur/telep +12% ---------- misc Max.mana +76.00 Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | timebroken woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +14 (+3 eff.) Dmg.mod +8% temporal +10% arcane +5% all ----- def ----- Resists +9% all ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+9 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
medical injector implant of the wizard (efficiency 131% / cooldown 72%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 72%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune of the psychic (absorb 86; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+6 eff.) Spell.save +11 (+6 eff.) Mind.save +10 (+5 eff.) Amulets make your neck look great! |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
Brightmaster the stralite battleaxe (155% power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 blight +4 fire On Hit.r1 +24 fire On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Dmg.mod +9% blight +3% fire Acc +20 (+15 eff.) ----- def ----- Resists +12% fire Massive two-handed battleaxes. |
Hettyragar (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +7.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +3 Con ----- def ----- Armour +14 Max.HP +60.00 Massive two-handed battleaxes. |
chilling steel battleaxe of corruption (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 125% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 cold On Hit: 20% Curse of Vulnerability 2 Massive two-handed battleaxes. |
chilling steel dagger of shearing (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 cold While equipped: dps ---------- Res.pen +6% all Acc +9 (+9 eff.) Apr +6 Sharp, short and deadly. |
elemental steel dagger of massacre (115% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 102 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +11% acid Sharp, short and deadly. |
Tuloralach (146% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 147% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Crit.mult +15.00% Res.pen +10% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% acid Massive two-handed mauls. |
ash longbow 'Falogalach'4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +8 Str +8 Dex +8 Mag +6 Wil +6 Cun +7 Con ----- def ----- Resists +12% blight +6% lightning ---------- misc Reload +2 Max.stam +20.00 Light +2 Longbows are used to shoot arrows at your foes. |
Iceglory (103% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +4 Mag +5 Wil +6 Cun +4 Con dps ---------- Dmg.mod +6% acid +9% cold Res.pen +20% lightning +10% acid ----- def ----- Resists +12% acid +12% cold Blunt and deadly. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 95% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Voronn (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +3% Phys.pwr +11 (+6 eff.) Mind.pwr +15 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Crit.chn- 10.00% ---------- misc Max.psi +30.00 See.Invis +12 Unarmed combat: Power 132% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Acc +5 (+5 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +13 (+7 eff.) HP.reg +1.00 ---------- misc Stam/turn +1.00 Max.stam +19.00 Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 On Hit: * 14% chance to slow global speed by 46% * 14% chance to reduce armor by 39% Metal gloves protecting the hands up to the middle of the lower arm. |
Vileswift the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +6 Con dps ---------- Res.pen +25% nature ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +20% lightning Phys.save +3 (+2 eff.) ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
cleansing steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +12% nature +10% blight A suit of armour made of metal plates. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Cun dps ---------- Acc +3 (+3 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
Hailgash the pouch of voratun shots (20/20, 171% power, 10 apr)3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 172% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +15.0% Capacity 20 Proj.spd +200% Ranged+ +16 cold +13 temporal +27 physical On Hit.r1 +12 cold On Crit.r2 +12 cold On Hit: * 12% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 114 physical damage Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ether the Whitehoof Archmage level 12
1st Revenge 124th year of Ascendancy at 21:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ether the Whitehoof Archmage level 10
17th Retaking 124th year of Ascendancy at 04:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ether the Whitehoof Archmage level 15
23rd Revenge 124th year of Ascendancy at 19:30 see stats
Log
The fabric of time around Ether returns to normal.
Talent Lifeless Rush is ready to use.
Ether uses Lifeless Rush.
Ether is not silenced anymore.
Talent Manathrust is ready to use.
Captured Yeti Behemoth is not silenced anymore.
Ether casts Rune: Shielding.
A shield forms around Ether.
Rune: Shielding is still on cooldown for 17 turns.
You pickup 0.80 gold pieces.
Talent Rune: Manasurge is ready to use.
Ether casts Rune: Manasurge.
Ether starts to surge mana.
The shield around Ether crumbles.
Talent Temporal Shield is ready to use.
Talent Aether Beam is ready to use.
Captured Yeti Behemoth performs a melee critical strike against Ether!
Captured Yeti Behemoth performs a melee critical strike against Ether!
Ether is dazed!
Captured Yeti Behemoth hits Ether for (25 flat reduction), 241 physical (241 total damage).
Ether the level 16 whitehoof archmage was crushed to death by Captured Yeti Behemoth on level 4 of Dominion Port.































































































