Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tourist Class (Example Addon for ToME) 1.0.5Example addon, adds Tourist class.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Oozemancer |
| Level / Exp | 21 / 34% |
| Size | big |
| Lifes / Deaths | Killed by luminous horror at level 21 on the 2nd Revenge 124th year of Ascendancy at 03:51 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 59 (base 50) |
| Cunning | 47 (base 42) |
Resources
| Life | -8/344 |
| Equilibrium | 98 |
| Healing Factor | 1.2 |
| Regeneration | 0.48 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 36 |
| Crit Chance | 18% |
| APR | 49 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 8 |
| Physical Save | 27 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 29% |
| Poison Resistance | 49% |
| Blind Resistance | 29% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Psiblades |
| talent | Wild Growth |
| talent | Acidic Skin |
| talent | Mitosis |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | You lay mucus where you walk. Mucus |
| beneficial effect | You gain 13% resistance against acid. Resolve |
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 |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}GREYWHITEGREY039;Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)] pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.87 to 143.62 lightning damage. The damage will increase with your Mindpower. This hat& |
| Tool | [vs. Corpsecutter the ash totem of healing [power 102] (20 cooldown) (Tool)] Corpsecutter the ash totem of healing [power 102] (20 cooldown)Corpsecutter the ash totem of healing [power 102] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3%(-) mind Maximum wards: +1(-) acid / +2(-) nature / +2(-) light Changes resistances penetration: +15%(-) mind Changes damage: +3%(-) nature Talents granted: +1.00(-) Ward It can be used to heal a target within range 8 (based on Willpower) for 102, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +0.15 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] savior&savior& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +6 (+3 eff.) (-2 (-1 eff.)) Spell save: +7 (+3 eff.) Mental save: +9 (+4 eff.) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. cleansing rough leather belt of the giants (Around waist)] cleansing rough leather belt of the giantscleansing rough leather belt of the giants Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes resistances: +6%(-) acid / +5%(-) blight Spell save: +6 (+3 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand, 1 of 2)] Eye of the Wyrm (16-17.6 power, 47 apr, physical damage)Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 76% Wil, 19% Cun, 38% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) Damage conversion: 18%(-) acid / 18%(-) cold / 18%(-) lightning / 18%(-) fire When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +8 (+3 eff.) (-) Changes resistances: +8%(-) acid / +8%(-) physical / +8%(-) fire / +8%(-) lightning / +8%(-) cold Changes damage: +8%(-) lightning / +8%(-) physical / +8%(-) fire / +8%(-) acid / +8%(-) cold Talent masteries: +0.10(-) Wild-gift / Venom drake aspect +0.10(-) Wild-gift / Cold drake aspect +0.10(-) Wild-gift / Fire drake aspect +0.10(-) Wild-gift / Storm drake aspect +0.10(-) Wild-gift / Sand drake aspect Mindpower: +15 (+5 eff.) (-) Mental crit. chance: +4% (-) The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Sand Breath (costing 30 power out of 30/30) : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 119.44 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. Tap to cycle through comparison choices |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| In off hand | [vs. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand, 1 of 2)] nature&nature& Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0(-6.0 - -6.6) Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 (-) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage conversion: 0%(-18%) acid / 0%(-18%) cold / 0%(-18%) lightning / 0%(-18%) fire When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Changes resistances: +0%(-8%) acid / +0%(-8%) physical / +5% blight / +0%(-8%) cold / +0%(-8%) lightning / +0%(-8%) fire Changes damage: +0%(-8%) lightning / +0%(-8%) physical / +0%(-8%) acid / +0%(-8%) cold / +2% nature / +0%(-8%) fire Talent masteries: +0.00(-0.10) Wild-gift / Venom drake aspect +0.00(-0.10) Wild-gift / Cold drake aspect +0.00(-0.10) Wild-gift / Fire drake aspect +0.00(-0.10) Wild-gift / Storm drake aspect +0.00(-0.10) Wild-gift / Sand drake aspect Physical save: +2 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +2 (+1 eff.) Disease immunity: +10% Equilibrium when hit: +1.10 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. Yeti-fur Cloak (9 def, 2 armour) (Cloak)] Yeti-fur Cloak (9 def, 2 armour)Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+9 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+5 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | [vs. Earthgrinder (2 def, 4 armour) (Main armor)] Earthgrinder (2 def, 4 armour)Earthgrinder (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +2 (-) Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +7% (-) Damage when hit (Melee): 7(-) acid / 8(-) cold / 8(-) fire / 12(-) nature / 7(-) lightning Changes resistances: +33%(-) lightning / +1%(-) physical / +25%(-) cold / +7%(-) fire / +7%(-) acid Changes resistances penetration: +5%(-) nature Maximum stamina: +10.00 (-) A suit of armour made of leather. |
Inventory
[vs. Ring of Growth (On fingers, 1 of 2)] mule&mule& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Maximum encumbrance: +21 Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] CloudedgeCloudedge Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +22% lightning / +0%(-10%) nature Changes resistances penetration: +10% lightning Changes damage: +11% lightning / +0%(-8%) physical / +18% mind / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] mule&mule& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Maximum encumbrance: +22 Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] steel ring of claritysteel ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +7 (+3 eff.) Confusion immunity: +20% Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand)] steel greatmaul (27.5-41.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatmaul (27.5-41.25 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3(+11.5 - +23.6) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-45) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) Damage conversion: 0%(-18%) acid / 0%(-18%) cold / 0%(-18%) lightning / 0%(-18%) fire When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Changes resistances: +0%(-8%) acid / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) lightning / +0%(-8%) cold Changes damage: +0%(-8%) lightning / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) acid / +0%(-8%) cold Talent masteries: +0.00(-0.10) Wild-gift / Venom drake aspect +0.00(-0.10) Wild-gift / Cold drake aspect +0.00(-0.10) Wild-gift / Fire drake aspect +0.00(-0.10) Wild-gift / Storm drake aspect +0.00(-0.10) Wild-gift / Sand drake aspect Mindpower: +0 (+0 eff.) (-15 (-5 eff.)) Mental crit. chance: +0% (-4%) Massive two-handed mauls. |
[vs. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand, 1 of 2)] gifted mossy mindstar (2.5-2.75 power, 12 apr, mind damage)gifted mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-13.5 - -14.9) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-35) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) Damage conversion: 0%(-18%) acid / 0%(-18%) cold / 0%(-18%) lightning / 0%(-18%) fire When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Changes resistances: +0%(-8%) acid / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) lightning / +0%(-8%) cold Changes damage: +0%(-8%) lightning / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) acid / +0%(-8%) cold Talent masteries: +0.00(-0.10) Wild-gift / Venom drake aspect +0.00(-0.10) Wild-gift / Cold drake aspect +0.00(-0.10) Wild-gift / Fire drake aspect +0.00(-0.10) Wild-gift / Storm drake aspect +0.00(-0.10) Wild-gift / Sand drake aspect Mindpower: +5 (+2 eff.) (-10 (-3 eff.)) Mental crit. chance: +1% (-3%) 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. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand, 1 of 2)] mossy mindstar (3-3.3 power, 12 apr, mind damage)mossy mindstar (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-13.0 - -14.3) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-35) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) Damage conversion: 0%(-18%) acid / 0%(-18%) cold / 0%(-18%) lightning / 0%(-18%) fire When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Changes resistances: +0%(-8%) acid / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) lightning / +0%(-8%) cold Changes damage: +0%(-8%) lightning / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) acid / +0%(-8%) cold Talent masteries: +0.00(-0.10) Wild-gift / Venom drake aspect +0.00(-0.10) Wild-gift / Cold drake aspect +0.00(-0.10) Wild-gift / Fire drake aspect +0.00(-0.10) Wild-gift / Storm drake aspect +0.00(-0.10) Wild-gift / Sand drake aspect Mindpower: +2 (+1 eff.) (-13 (-4 eff.)) Mental crit. chance: +1% (-3%) 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. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand, 1 of 2)] mossy mindstar (2-2.2 power, 12 apr, mind damage)mossy mindstar (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(-14.0 - -15.4) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-35) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) Damage conversion: 0%(-18%) acid / 0%(-18%) cold / 0%(-18%) lightning / 0%(-18%) fire When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Changes resistances: +0%(-8%) acid / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) lightning / +0%(-8%) cold Changes damage: +0%(-8%) lightning / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) acid / +0%(-8%) cold Talent masteries: +0.00(-0.10) Wild-gift / Venom drake aspect +0.00(-0.10) Wild-gift / Cold drake aspect +0.00(-0.10) Wild-gift / Fire drake aspect +0.00(-0.10) Wild-gift / Storm drake aspect +0.00(-0.10) Wild-gift / Sand drake aspect Mindpower: +2 (+1 eff.) (-13 (-4 eff.)) Mental crit. chance: +1% (-3%) 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. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand, 1 of 2)] vined mindstar of slime (6-6.6 power, 18 apr, nature damage)vined mindstar of slime (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(-10.0 - -11.0) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-29) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) Damage conversion: 0%(-18%) acid / 0%(-18%) cold / 0%(-18%) lightning / 0%(-18%) fire When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Effects when hit in melee: * Slows global speed by 3% Changes resistances: +0%(-8%) acid / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) lightning / +0%(-8%) cold Changes damage: +0%(-8%) lightning / +0%(-8%) physical / +0%(-8%) acid / +0%(-8%) cold / +4% nature / +0%(-8%) fire Talent masteries: +0.00(-0.10) Wild-gift / Venom drake aspect +0.00(-0.10) Wild-gift / Cold drake aspect +0.00(-0.10) Wild-gift / Fire drake aspect +0.00(-0.10) Wild-gift / Storm drake aspect +0.00(-0.10) Wild-gift / Sand drake aspect Mindpower: +4 (+1 eff.) (-11 (-4 eff.)) Mental crit. chance: +2% (-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. Eye of the Wyrm (16-17.6 power, 47 apr, physical damage) (In main hand, 1 of 2)] dwarven-steel steamgun of cunning (+2)This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of cunning (+2) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-35) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +8 Travel speed: +600% Damage conversion: 0%(-18%) acid / 0%(-18%) cold / 0%(-18%) lightning / 0%(-18%) fire Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Changes stats: +2 Cun Changes resistances: +0%(-8%) acid / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) lightning / +0%(-8%) cold Changes resistances penetration: +13% physical Changes damage: +0%(-8%) lightning / +0%(-8%) physical / +0%(-8%) fire / +0%(-8%) acid / +0%(-8%) cold Talent masteries: +0.00(-0.10) Wild-gift / Venom drake aspect +0.00(-0.10) Wild-gift / Cold drake aspect +0.00(-0.10) Wild-gift / Fire drake aspect +0.00(-0.10) Wild-gift / Storm drake aspect +0.00(-0.10) Wild-gift / Sand drake aspect Mindpower: +0 (+0 eff.) (-15 (-5 eff.)) Mental crit. chance: +0% (-4%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Earthgrinder (2 def, 4 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-7%) Damage when hit (Melee): 0(-7) acid / 0(-7) lightning / 0(-8) fire / 0(-12) nature / 0(-8) cold Changes resistances: +0%(-33%) lightning / +0%(-1%) physical / +0%(-25%) cold / +0%(-7%) fire / +0%(-7%) acid Changes resistances penetration: +0%(-5%) nature Maximum stamina: +0.00 (-10.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Earthgrinder (2 def, 4 armour) (Main armor)] slimy woollen robe of protection (2 def, 3 armour)slimy woollen robe of protection (2 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Armour: +3 (-1) Defense: +2 (+2 eff.) (-) Fatigue: +0% (-7%) Effects when hit in melee: * Slows global speed by 5% * 4 arcane resource burn Damage when hit (Melee): 0(-7) acid / 0(-7) lightning / 0(-8) fire / 0(-12) nature / 0(-8) cold Changes resistances: +0%(-33%) lightning / +0%(-1%) physical / +0%(-25%) cold / +0%(-7%) fire / +0%(-7%) acid Changes resistances penetration: +0%(-5%) nature Physical save: +17 (+9 eff.) Maximum stamina: +0.00 (-10.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Earthgrinder (2 def, 4 armour) (Main armor)] mindwoven cashmere robe (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Armour: +0 (-4) Defense: +2 (+2 eff.) (-) Fatigue: +0% (-7%) Damage when hit (Melee): 0(-7) acid / 0(-7) lightning / 0(-8) fire / 0(-12) nature / 0(-8) cold Changes resistances: +0%(-33%) lightning / +0%(-1%) physical / +0%(-25%) cold / +0%(-7%) fire / +0%(-7%) acid Changes resistances penetration: +0%(-5%) nature Mental save: +17 (+7 eff.) Maximum stamina: +0.00 (-10.00) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Earthgrinder (2 def, 4 armour) (Main armor)] rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Armour: +2 (-2) Defense: +1 (+1 eff.) (-1 (-1 eff.)) Fatigue: +6% (-1%) Damage when hit (Melee): 0(-7) acid / 0(-7) lightning / 0(-8) fire / 0(-12) nature / 0(-8) cold Changes resistances: +0%(-33%) lightning / +0%(-1%) physical / +0%(-25%) cold / +0%(-7%) fire / +0%(-7%) acid Changes resistances penetration: +0%(-5%) nature Maximum stamina: +0.00 (-10.00) A suit of armour made of leather. |
[vs. cleansing rough leather belt of the giants (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +4 Changes resistances: +0%(-6%) acid / +0%(-5%) blight Maximum encumbrance: +70 Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Knockback immunity: +40% Size category: +0 (-1) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. pair of rough leather boots (0 def, 1 armour) (On feet)] pair of hardened leather boots (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Fatigue: +3% (+2%) A pair of boots made of leather. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] Stralite Sand Shredder (0 def, 1 armour)Stralite Sand Shredder (0 def, 1 armour) Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Talent granted: +1 Sand Shredder Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] linen wizard hat (1 def, 0 armour)linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)] miner&miner& Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning Infravision radius: +1 A hat made of leather. Very stylish. |
agate 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. |
2 ametrine 2 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. |
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. |
2 aquamarine 2 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti& Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti& Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Salynne the Orc Oozemancer level 13
29th Retaking 124th year of Ascendancy at 07:32 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Salynne the Orc Oozemancer level 10
23rd Retaking 124th year of Ascendancy at 01:19 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Salynne the Orc Oozemancer level 20
40th Retaking 124th year of Ascendancy at 21:50 see stats
Mercy, mercy! (Nightmare (Roguelike) difficulty)
Killed Talosis without any civilians deaths.By Salynne the Orc Oozemancer level 10
24th Retaking 124th year of Ascendancy at 10:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Salynne the Orc Oozemancer level 18
40th Retaking 124th year of Ascendancy at 11:37 see stats
Log
Salynne is knocked back!
Wretchling is knocked back!
Quasit resists the punch!
Luminous horror is knocked back!
Luminous horror resists the punch!
Wretchling casts Corrosive Vapour.
Wretchling casts Corrosive Vapour.
Salynne uses Thorn Grab.
Salynne uses Thorn Grab.
Luminous horror HEALS from fire damage!
Salynne shares damage with her oozes!
Wretchling hits Salynne for 10 acid damage.
Lava floor hits Bloated horror for 21 fire damage.
Bloated horror hits Wretchling for 134 physical damage.
Bloated horror hits Luminous horror for 87 physical damage.
Bloated horror hits Salynne for 41 physical damage.
Bloated horror hits Quasit for 110 physical damage.
Bloated horror hits Luminous horror for 87 physical damage.
Lava floor hits Wretchling for 21 fire damage.
Lava floor hits Quasit for 20 fire damage.
Lava floor hits Wretchling for 23 fire damage.
Salynne hits Wretchling for 0 acid, 0 acid, 8 lightning, 14 nature, 9 fire, 7 cold (39 total damage).
Lava floor hits Luminous horror for 0 fire, 10 healing (0 total damage) [10 healing].
Lava floor hits Wretchling for 27 fire damage.
Lava floor hits Wretchling for 20 fire damage.
Lava floor hits Wretchling for 19 fire damage.
Salynne uses Leaves Tide.
Salynne is invigorated by the attack!
Saving game...
