










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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 22 / 20% |
Size | medium |
Lifes / Deaths | Killed by Voraldatha the Guard at level 22 on the 13rd Haze 122nd year of Ascendancy at 16:25 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 17 (base 10) |
Magic | 8 (base 10) |
Willpower | 81 (base 51) |
Cunning | 67 (base 44) |
Resources
Life | -123/445 |
Equilibrium | 77 |
Psi | 183/191 |
Healing Factor | 1.062941519274 |
Regeneration | 5.5804429761885 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Offense: Mainhand
Damage | 55 |
Accuracy | 50 |
Crit Chance | 25% |
APR | 41 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 50 |
Crit Chance | 25% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Nature | +15% |
Temporal | +6% |
Mind | +13% |
Arcane | +6% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
All | +10% |
Arcane | +35% |
Mind | +35% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 40 |
Mental Save | 35 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 41%( 70%) |
All | + 19%( 70%) |
Light | + 35%( 70%) |
Physical | + 37%( 70%) |
Fire | + 19%( 70%) |
Nature | + 65%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 60% |
Poison Resistance | 60% |
Blind Resistance | 60% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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 minotaur nose. * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Dex offense ------ Damage +6% temporal defense ------ Armor +3 Defense +21 (+7 eff.) Unlife -80.00 life Life Regen +4.00 other ------- Light +3 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +16.00% Physical Power +7 (+2 eff.) Damage +6% arcane Ignore resists +25% arcane +10% all Ignore Armor +8 defense ------ Resistance +3% cold other ------- Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Wil offense ------ Physical Power +8 (+3 eff.) Damage +3% cold defense ------ Armor +4 Fatigue +4% Resistance +20% light +8% physical Physical save +8 (+4 eff.) other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+3 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+1 eff.) Spell save +8 (+2 eff.) Life +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Wil offense ------ Critical power +10.00% other ------- Mana-on-crit +1.00 Vim-on-crit +2.00 Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown 100% to heal for 30. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.44 cold and 19.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 18/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Dex +2 Wil +9 Cun offense ------ Mind Crit +3% On-Hit 6 physical On-Ranged-Hit 6 physical Ignore resists +15% mind Accuracy +17 (+9 eff.) Ignore Armor +9 On-Hit (Melee): * 12% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 34 defense ------ Defense +7 (+2 eff.) other ------- Hate-on-crit +3.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+2 eff.) defense ------ Spell save +2 (+0 eff.) other ------- Talents +1 Attune Mindstar 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% physical defense ------ Resistance +2% physical Unlife -40.00 life Life +32.00 other ------- Stamina/turn +1.00 Light +2 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +8 (+3 eff.) Damage +8% mind other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +15% nature When Hit 4 nature 4 fire defense ------ Defense +7 (+2 eff.) Resistance +5% arcane +15% nature Physical save +6 (+3 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 | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 54.04 to 67.55 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 9/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Spell Crit +5% Spellpower/crit +4 Move Speed +10% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue -4% Max Resistance +3% all Physical save +9 (+5 eff.) Life Regen +2.00 other ------- Stamina/turn +0.30 Max mana +40.00 Masteries +0.16 Wild-gift/Mindstar mastery +0.16 Wild-gift/Ooze Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +6% lightning +9% darkness When Hit 4 lightning defense ------ Resistance +12% acid +9% darkness +3% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Ignore Shields +30% While equipped: Stats +2 Str +3 Con offense ------ Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Resistance +1% physical Poison Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Disrupt/Psionic Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living While equipped: defense ------ Resistance +7% acid +7% lightning +11% cold +9% fire +5% all Spell save +6 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Con offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Ignore resists +8% physical defense ------ Disarm Resist +11% Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 36.5 - 54.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +8 cold While equipped: offense ------ Damage +12% lightning Ignore resists +15% lightning +15% acid When Hit 6 lightning defense ------ Resistance +9% acid Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +6 (+2 eff.) Resistance +3% nature +12% mind Physical save +3 (+2 eff.) Healmod +5% Poison Resist +20% Disarm Resist +23% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Crit Resistance 15.00% Spell save +2 (+0 eff.) Life +20.00 Life Regen +1.20 other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +9% cold defense ------ Resistance +18% lightning +3% blight Physical save +2 (+1 eff.) Spell save +4 (+1 eff.) Mind save +5 (+3 eff.) other ------- EQ when Hit +1.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Critical: * Deals 96 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Str +2 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) When Hit 2 fire On-Hit (Melee): * 20 arcane resource burn defense ------ Physical save +3 (+2 eff.) Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.50 See Invisibility +6 Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar 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. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +11 Wil +3 Cun +7 Con defense ------ Resistance +3% blight +12% cold +6% light Life +20.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% fire Ignore resists +10% fire defense ------ Defense +7 (+2 eff.) Resistance +5% arcane +9% cold +12% light +9% darkness other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 40.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 10.0 - 15.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: Stats +3 Str offense ------ Damage +6% physical Accuracy +8 (+4 eff.) defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +54 Uses 1.0 Steam While equipped: offense ------ On-Hit 5 lightning When Hit 6 lightning defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master/Psionic Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 darkness Damage Against +8% Living One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +8.5% Attack Speed 100% On-hit +8 mind On Hit: * 12% chance to reduce all saves and defense by 34 While equipped: Stats +3 Dex +2 Wil +1 Cun offense ------ Damage +12% nature Ignore resists +10% nature defense ------ Unlife -80.00 life other ------- Max stamina +20.00 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 nature While equipped: offense ------ Damage +6% nature +9% acid defense ------ Resistance +15% light Spell save +6 (+2 eff.) One-handed war axes. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +12% nature +12% fire When Hit 8 light defense ------ Defense +1 (+0 eff.) Resistance +9% nature +6% fire Mind save +6 (+3 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Psionic While equipped: Stats +6 Wil +3 Cun +3 Con offense ------ Mindpower +4 (+2 eff.) Ignore resists +5% physical defense ------ Armor +3 Physical save +7 (+4 eff.) Spell save +8 (+2 eff.) Mind save +7 (+4 eff.) Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +6 Fatigue +3% Mind save +6 (+3 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Disrupt While equipped: Stats +3 Str offense ------ Physical Power +10 (+3 eff.) Mindpower +10 (+3 eff.) Ignore Armor +3 When Hit: * 16 arcane resource burn defense ------ Armor +1 Defense +20 (+6 eff.) Spell save +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +7 (+4 eff.) Ignore Armor +5 When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +7% blight Spell save +20 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 11 darkness Damage +5% darkness Accuracy +13 (+7 eff.) defense ------ Armor +2 Resistance +7% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +16% cold +5% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +2 Con offense ------ Physical Power +14 (+5 eff.) Ignore resists +20% physical When Hit 4 physical defense ------ Armor +1 Defense +15 (+5 eff.) Fatigue +1% A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +7 Defense +2 (+0 eff.) Fatigue +12% Resistance +6% acid +8% cold Mind save +12 (+6 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +14% blight +13% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Damage +12% lightning +6% acid Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +9% lightning +9% acid Mind save +11 (+5 eff.) other ------- Light +1 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +7% physical Physical save +13 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% cold +11% light +11% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +17% cold Life +41.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire defense ------ Armor +10 Defense +6 (+2 eff.) Fatigue +7% Resistance +14% fire +13% physical A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Rare] Master While equipped: Stats +4 Dex +4 Wil offense ------ Damage +12% light Ignore resists +20% mind defense ------ Armor +7 Fatigue +22% Resistance +16% fire Crit Resistance 15.00% other ------- See Invisibility +9 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 Fatigue +8% Resistance +10% nature +12% blight other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T3 arrow ammo [Random Unique] Nature/Master Weapon Damage 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +10 Critical Rate +2.0% Capacity 18 Projectile Speed +200% On-ranged-hit +16 acid +4 cold On-Hit, radius 1 +4 acid +4 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Ego++] Disrupt/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +5 (+2 eff.) defense ------ Resistance +3% all Spell save +6 (+2 eff.) Mind save +5 (+3 eff.) other ------- Light +3 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +7 light Damage Against +11% Undead Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Abibavo the Verdant the Thalore Oozemancer level 18
3rd Haze 122nd year of Ascendancy at 04:53 see stats
By Abibavo the Verdant the Thalore Oozemancer level 12
1st Dusk 122nd year of Ascendancy at 18:20 see stats
By Abibavo the Verdant the Thalore Oozemancer level 10
3rd Summertide 122nd year of Ascendancy at 22:37 see stats
By Abibavo the Verdant the Thalore Oozemancer level 20
8th Haze 122nd year of Ascendancy at 23:24 see stats
By Abibavo the Verdant the Thalore Oozemancer level 22
13rd Haze 122nd year of Ascendancy at 16:16 see stats
By Abibavo the Verdant the Thalore Oozemancer level 9
3rd Mirth 122nd year of Ascendancy at 19:52 see stats
By Abibavo the Verdant the Thalore Oozemancer level 17
36th Dusk 122nd year of Ascendancy at 18:36 see stats
Log
Abibavo the Verdant is not crippled anymore.
Talent Reclaim is ready to use.
Talent Attune Mindstar is ready to use.
Talent Acidfire is ready to use.
Poison from Abibavo the Verdant hits Voraldatha the Guard for 14 nature damage.
Bloated ooze hits Voraldatha the Guard for (24 parried) damage.
Abibavo the Verdant is not dazed anymore.
Abibavo the Verdant's mind surges with critical power!
Abibavo the Verdant attunes to the damage.
Voraldatha the Guard performs a melee critical strike against Abibavo the Verdant!
Abibavo the Verdant is dazed!
Abibavo the Verdant shares damage with his oozes!
Abibavo the Verdant HEALS from nature damage!
Voraldatha the Guard hits Abibavo the Verdant for 9 physical, (3 antimagic), 0 darkness, (2 antimagic), 0 nature, 2 healing, 6 physical, (3 antimagic), 0 nature, 3 healing, 0 arcane (16 total damage) [5 healing].
Melee retaliation hits Voraldatha the Guard for 1 fire, 2 nature, 2 fire, 2 nature (7 total damage).
Aerotira the Guard is poisoned!
Aerotira the Guard shoves Something aside.
Abibavo the Verdant uses Acidfire.
Talent Poisonous Spores is ready to use.
Talent Antimagic Zone is ready to use.
Poison from Abibavo the Verdant hits Voraldatha the Guard for 16 nature damage.
Abibavo the Verdant's natural acid becomes more concentrated!
Abibavo the Verdant's Acidfire cloud hits Voraldatha the Guard for 8 acid damage.
Voraldatha the Guard uses Lunge.
Abibavo the Verdant is not dazed anymore.
Abibavo the Verdant shares damage with his oozes!
Voraldatha the Guard hits Abibavo the Verdant for 19 physical damage.
Melee retaliation hits Voraldatha the Guard for 2 fire, 2 nature (3 total damage).
Abibavo the Verdant the level 22 thalore oozemancer was decapitated to death by Voraldatha the Guard on level 2 of Old Forest.