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:
ZOmnibus Addon Pack 1.3.0Combines 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: Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 21 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 21 on the 49th Haze 122nd year of Ascendancy at 09:02 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 14 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 65 (base 50) |
| Cunning | 51.478538706647 (base 40) |
Resources
| Psi_feedback | 110/110 |
| Life | -1/272 |
| Equilibrium | 75 |
| Stamina | 218/298 |
| Psi | 243/366 |
| Healing Factor | 1.3 |
| Regeneration | 21.185411702307 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 11 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 43 |
| Crit Chance | 20% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 43 |
| Crit Chance | 17% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51.595920749759 |
| Crit Chance | 18% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 13.4 |
| Ranged Defense | 13.4 |
| Fatigue | 3 |
| Physical Save | 21.026748854733 |
| Spell Save | 30.109248854733 |
| Mental Save | 45.589162849109 |
Defense: Resistances
| All | + 40%( 70%) |
Defense: Immunities
| Poison Resistance | 50% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 385% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+14 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 16.05 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 40%. Pain Suppression |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. | 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. The Black Boots (2 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+2 eff.) (-) Fatigue: +2% (-) Changes stats: +4(-) Cun Stealth bonus: +10 (-) Movement speed: +12% (-) Shadow Power: +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Quiver | [vs. pouch of iron shots (17/17, 14.5-17.4 power, 1 apr) (Quiver)] pouch of iron shots (17/17, 14.5-17.4 power, 1 apr)pouch of iron shots (17/17, 14.5-17.4 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-) Physical crit. chance: +4.0% (-) Capacity: 17 (-) Shots are used with slings to pummel your foes to death. |
| Light source | [vs. Gloriletha the Chargedredge (Light source)] Gloriletha the ChargedredgeGloriletha the Chargedredge Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +1.0% (-) Changes damage: +6%(-) lightning Critical mult.: +6.00% (-) Mental save: +7 (+2 eff.) (-) Maximum life: +10.00 (-) Light radius: +3 (-) See stealth: +11 (-) See invisible: +10 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. insulating rough leather cap of constitution (+3) (0 def, 1 armour) (On head)] insulating rough leather cap of constitution (+3) (0 def, 1 armour)insulating rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Con Changes resistances: +6%(-) cold / +6%(-) fire A cap made of leather. |
| On hands | [vs. radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)] radiant rough leather gloves of dexterity (+2) (0 def, 1 armour)radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+8 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) light Changes stats: +2(-) Dex Changes resistances: +6%(-) light Changes damage: +3%(-) light 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 12 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. copper ring 'Ichormistress' (On fingers, 1 of 2)] copper ring 'Ichormistress'copper ring 'Ichormistress' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes resistances: +20%(-) acid / +3%(-) nature Changes damage: +10%(-) acid Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. copper ring 'Ichormistress' (On fingers, 1 of 2)] psionicist's copper ring of fire (+22%)psionicist's copper ring of fire (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item nature slow Changes stats: +2 Wil Changes resistances: +0%(-20%) acid / +22% fire / +0%(-3%) nature Changes damage: +0%(-10%) acid / +11% fire Mental save: +4 (+1 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. insulating steel amulet of constitution (+3) (Around neck)] insulating steel amulet of constitution (+3)insulating steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +12%(-) cold / +12%(-) fire Amulets can have magical properties. |
| In main hand | [vs. Serpent's Glare (7-7.7 power, 28 apr, nature damage) (In main hand, 1 of 2)] Serpent's Glare (7-7.7 power, 28 apr, nature damage)Serpent's Glare (7-7.7 power, 28 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 56% Wil, 19% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +28 (-) Physical crit. chance: +7.0% (-) Attack speed: 100% (-) Damage conversion: 30%(-) poison When wielded/worn: Changes resistances: +10%(-) nature Changes damage: +10%(-) nature Poison immunity: +50% (-) Mindpower: +7 (+2 eff.) (-) Mental crit. chance: +2% (-) It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 114.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. Serpent's Glare (7-7.7 power, 28 apr, nature damage) (In main hand, 1 of 2)] Greenvalor (9-9.9 power, 46 apr, mind damage)Greenvalor (9-9.9 power, 46 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9(+2.0 - +2.2) Uses stats: 75% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +46 (+17) Physical crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind Damage conversion: 0%(-30%) poison When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +7 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Critical mult.: +10.00% Poison immunity: +0% (-50%) Mindpower: +11 (+4 eff.) (+4 (+1 eff.)) Mental crit. chance: +3% (+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 |
| Cloak | [vs. regal linen cloak (1 def, 0 armour) (Cloak)] regal linen cloak (1 def, 0 armour)regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Wil Mental save: +5 (+2 eff.) (-) 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. Yeek-fur Robe (9 def, 3 armour) (Main armor)] Yeek-fur Robe (9 def, 3 armour)Yeek-fur Robe (9 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 (-) Defense: +9 (+9 eff.) (-) Changes resistances: +20%(-) cold Changes damage: +5%(-) mind Mental save: +10 (+3 eff.) (-) Mindpower: +5 (+2 eff.) (-) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 296 over 5 turns)] (on body)] regeneration infusion of the psychic (heal 281 over 5 turns)regeneration infusion of the psychic (heal 281 over 5 turns) 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: 30 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281(-18) life over 5(-) turns. Its effects scale with your -Cunning, +Willpower stat. 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. Infusion: Regeneration [regeneration infusion of the sneak (heal 296 over 5 turns)] (on body)] regeneration infusion of the titan (heal 233 over 5 turns)regeneration infusion of the titan (heal 233 over 5 turns) 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: 29 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233(-66) life over 5(-) turns. Its effects scale with your -Cunning, +Constitution stat. 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. Infusion: Regeneration [regeneration infusion of the sneak (heal 296 over 5 turns)] (on body)] regeneration infusion of the titan (heal 121 over 5 turns)regeneration infusion of the titan (heal 121 over 5 turns) 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: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121(-178) life over 5(-) turns. Its effects scale with your -Cunning, +Constitution stat. 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. |
sun infusion of the psychic (rad 5; power 53; turns 4; dispells darkness) sun infusion of the psychic (rad 5; power 53; turns 4; dispells darkness)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: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 4 turns. Its effects scale with your Willpower stat. 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. Infusion: Wild [wild infusion (resist 10%; cure mental, physical)] (on body)] wild infusion (resist 18%; cure mental, magical)wild infusion (resist 18%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical, -physical or mental effect and reduce all damage taken by 18%(+8%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. 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. Infusion: Wild [wild infusion (resist 10%; cure mental, physical)] (on body)] wild infusion of the wizard (resist 11%; cure magical)wild infusion of the wizard (resist 11%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical, -physical or -mental effect and reduce all damage taken by 11%(+1%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Magic stat. 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. Serpent's Glare (7-7.7 power, 28 apr, nature damage) (In main hand, 1 of 2)] vined mindstar of the jelly (5.5-6.05 power, 18 apr, nature damage)vined mindstar of the jelly (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-1.5 - -1.7) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-10) Physical crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +2% acid / +0%(-10%) nature Poison immunity: +0% (-50%) Equilibrium when hit: +0.60 Mindpower: +4 (+1 eff.) (-3 (-1 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 |
[vs. Yeek-fur Robe (9 def, 3 armour) (Main armor)] Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 (-2) Defense: +10 (+10 eff.) (+1 (+1 eff.)) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +0%(-20%) cold Changes damage: +0%(-5%) mind Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +30% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 60.18 to 180.55 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
[vs. regal linen cloak (1 def, 0 armour) (Cloak)] regal linen cloak (1 def, 0 armour)regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-1) Wil Mental save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)] storm rough leather gloves of strength (+3) (0 def, 1 armour)storm rough leather gloves of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-8 eff.)) Physical power: +5 (+2 eff.) Armour: +1 (-) Damage (Melee): 6 lightning / 0(-6) light Changes stats: +3 Str / +0(-2) Dex Changes resistances: +6% lightning / +0%(-6%) light Changes damage: +4% lightning / +0%(-3%) light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. insulating rough leather cap of constitution (+3) (0 def, 1 armour) (On head)] Layowyn the linen wizard hat (1 def, 0 armour)Layowyn the linen wizard hat (1 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +0(-3) Con Changes resistances: +6% blight / +0%(-6%) fire / +6% nature / +0%(-6%) cold Critical mult.: +6.00% A pointy cloth hat, very wizardly... |
[vs. Gloriletha the Chargedredge (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Changes damage: +0%(-6%) lightning Critical mult.: +0.00% (-6.00%) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-10.00) Light radius: +2 (-1) See stealth: +0 (-11) See invisible: +0 (-10) 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. |
[vs. Gloriletha the Chargedredge (Light source)] scorching brass lantern of clarityscorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Damage when hit (Melee): 12 fire Changes resistances: +5% fire Changes damage: +0%(-6%) lightning Critical mult.: +0.00% (-6.00%) Mental save: +5 (+2 eff.) (-2 (-1 eff.)) Maximum life: +0.00 (-10.00) Light radius: +2 (-1) See stealth: +6 (-5) See invisible: +6 (-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. |
[vs. Eye of the Dreaming One (Tool)] iron pickaxe 'Lightningknight' (dig speed 36 turns)iron pickaxe 'Lightningknight' (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +0(-5) Wil Changes resistances: +3% blight / +3% lightning Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
[vs. Eye of the Dreaming One (Tool)] steel torque of thermal psionic shield 'Emanne' [power 51] (20 cooldown)steel torque of thermal psionic shield 'Emanne' [power 51] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Stamina each turn: +0.40 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
[vs. Eye of the Dreaming One (Tool)] yew totem of thorny skin 'Belussra' [power 40] (20 cooldown)yew totem of thorny skin 'Belussra' [power 40] (20 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +0(-5) Wil Grants telepathy: Dragon Talent granted: +1 Rushing Claws Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Equilibrium when hit: +0.08 Mindpower: +4 (+1 eff.) (-1 (+0 eff.)) Heals friendly targets nearby when you use a nature summon: +20 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 200% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ihki the Cornac Adventurer level 18
13rd Haze 122nd year of Ascendancy at 13:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ihki the Cornac Adventurer level 10
9th Flare 122nd year of Ascendancy at 19:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ihki the Cornac Adventurer level 20
33rd Haze 122nd year of Ascendancy at 20:36 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ihki the Cornac Adventurer level 9
3rd Flare 122nd year of Ascendancy at 05:18 see stats
Log
Talent Reabsorb is ready to use.
Ihki shares damage with her oozes!
Ihki converts some damage to Psi!
Ihki mentally dismisses some damage!
Bleeding from Ihki hits Luminous horror for 32 physical damage.
Ihki receives 6 healing (5 psi heal).
Bleeding from Ihki hits Polara the radiant horror for (9 to psi shield), 5 physical (5 total damage).
Luminous horror hits Bloated ooze for 74 fire damage.
Luminous horror hits Ihki for (10 dismissed), 3 to psi, 6 fire (9 total damage).
Luminous horror killed Bloated ooze!
Ihki uses Reabsorb.
Ihki's mind surges with critical power!
Ihki hits Luminous horror for 74 arcane damage.
Polara the radiant horror casts Sunburst.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Ihki shares damage with her oozes!
Ihki converts some damage to Psi!
Ihki mentally dismisses some damage!
Luminous horror's light area effect hits Luminous horror for 0 light, 21 healing (0 total damage) [21 healing].
Polara the radiant horror's light area effect hits Ihki for 10 to psi, 18 light (28 total damage).
Polara the radiant horror's blazing light area effect hits Luminous horror for 0 fire, 6 healing, 0 light, 7 healing (0 total damage) [13 healing].
Polara the radiant horror's blazing light area effect hits Ihki for (2 dismissed), 1 to psi, 1 fire, (2 dismissed), 1 to psi, 1 light (4 total damage).
Polara the radiant horror's blazing light area effect hits Bloated ooze for 9 fire, 9 light (18 total damage).
Polara the radiant horror's blazing light area effect killed Bloated ooze!
Polara the radiant horror stops bleeding.
Luminous horror stops bleeding.
Luminous horror casts Searing Light.
Saving game...
