










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/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. ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Ghoul |
Class | Mindslayer |
Level / Exp | 23 / 22% |
Size | medium |
Lifes / Deaths | Killed by Mayeldatha the banshee at level 23 on the 62nd Regrowth 123rd year of Ascendancy at 08:31 / 1 |
Primary Stats
Strength | 23 (base 11) |
Dexterity | 23 (base 10) |
Constitution | 31 (base 10) |
Magic | 13 (base 10) |
Willpower | 70 (base 53) |
Cunning | 60 (base 47) |
Resources
Life | -52/672 |
Psi | 16/160 |
Healing Factor | 1.4758714593978 |
Regeneration | 10.700068080634 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.999999999998% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.375715479246 |
See Invisible | 36.375715479246 |
Offense: Mainhand
Damage | 56 |
Accuracy | 45 |
Crit Chance | 30% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +10% |
Darkness | +4% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +32% |
Light | +30% |
All | +10% |
Defense: Base
Armour (hardiness) | 58.5 (43.579428603723%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 15 |
Physical Save | 28 |
Spell Save | 29 |
Mental Save | 46 |
Defense: Resistances
Acid | + 29%( 74%) |
Blight | + 26%( 74%) |
Arcane | + 13%( 74%) |
Cold | + 20%( 74%) |
All | + 8%( 74%) |
Lightning | + 22%( 74%) |
Light | + 40%( 74%) |
Physical | + 15%( 74%) |
Mind | + 38%( 74%) |
Darkness | + 23%( 74%) |
Fire | + 20%( 74%) |
Nature | + 19%( 74%) |
Defense: Immunities
Disarm Resistance | 35% |
Bleed Resistance | 100% |
Confusion Resistance | 29% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 5 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 180.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
Escort the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara) | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T3 greatsword 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Con offense ------ Physical Crit +12.0% Physical Power +26 (+8 eff.) Ignore resists +10% physical defense ------ Disarm Resist +21% Massive two-handed swords. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(126 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +11 Fatigue +5% Crit Resistance 5.00% Physical save +3 (+1 eff.) Life +20.00 Healmod +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Con offense ------ Move Speed +10% Damage +3% lightning defense ------ Armor +8 Defense +5 (+3 eff.) Fatigue -3% Crit Resistance 15.00% Life +38.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% mind defense ------ Resistance +7% blight +5% arcane +6% nature +12% mind Crit Resistance 15.00% Mind save +11 (+4 eff.) Poison Resist +14% Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +6% nature +6% blight Life +47.00 Life Regen +7.00 Healmod +11% Poison Resist +10% Disease Resist +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Dex +4 Wil offense ------ Physical Crit +2.0% defense ------ Armor +12 Defense +6 (+3 eff.) Resistance +14% mind Max Resistance +4% all Physical save +8 (+4 eff.) Spell save +9 (+4 eff.) Confus Resist +29% other ------- Max stamina +20.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Master Weapon Damage 159% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +10% all +12% physical Accuracy +9 (+3 eff.) Ignore Armor +13 defense ------ Disarm Resist +14% Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Cun offense ------ On-Hit 7 darkness Damage +4% darkness Ignore resists +20% light Accuracy +6 (+2 eff.) Ignore Armor +7 When Hit 2 lightning defense ------ Armor +2 Fatigue +3% Resistance +6% lightning +5% light +16% darkness other ------- Infravision +1 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +15 light +15 darkness On Hit: 20% Moonlight Ray level 3 On Hit: 15% Perfect Strike level 3 On Hit: * 7% chance to reduce damage dealt by 24% Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 36.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +23% Summoned defense ------ Resistance +7% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Random Unique] Master/Psionic While equipped: Stats +3 Cun defense ------ Armor +19 Defense +9 (+5 eff.) Fatigue +12% Resistance +23% acid +7% physical +9% lightning +13% fire +6% mind +13% cold Mind save +24 (+8 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 364 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Mind Crit +2% Mindpower +5 (+1 eff.) Damage +9% mind When Hit 2 darkness defense ------ Mind save +6 (+2 eff.) other ------- Psi when Hit +0.16 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +15 (+5 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Armor +6 Resistance +9% mind other ------- Masteries +0.24 Psionic/Finer energy manipulations +0.24 Psionic/Kinetic mastery Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+4 eff.) Mindpower +6 (+2 eff.) defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +11% lightning Accuracy +8 (+3 eff.) defense ------ Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 158% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +4 darkness While equipped: offense ------ Damage +6% blight defense ------ Resistance +12% darkness Spell save +9 (+4 eff.) Poison Resist +20% Confus Resist +10% Stun Resist +10% Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego++] Nature/Psionic Weapon Damage 147% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Str +7 Dex +7 Mag +7 Wil +7 Cun +7 Con Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Psionic Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +4.0% Attack Speed 100% On-hit +16 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Dex offense ------ Ignore resists +10% physical When Hit 6 cold One-handed war axes. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +8% nature +10% acid defense ------ Resistance +15% acid +11% all Poison Resist +23% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+4 eff.) Resistance +6% cold Physical save +6 (+3 eff.) Unlife -60.00 life Blind Resist +20% Cut Resist +10% Confus Resist +10% 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 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Physical Crit +3.0% Mind Crit +1% defense ------ Defense +1 (+1 eff.) other ------- Max stamina +20.00 Max hate +2.00 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 [Rare] Master While equipped: Stats +4 Dex +6 Wil +2 Cun +4 Con offense ------ Damage +6% blight defense ------ Armor +3 Crit Resistance 15.00% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +1 Wil +4 Cun offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +1 (+1 eff.) Resistance +3% acid Mind save +6 (+2 eff.) other ------- See Invisibility +6 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +3 Str +6 Con offense ------ Damage +12% blight +9% temporal When Hit 8 mind defense ------ Defense +2 (+1 eff.) Resistance +12% blight Crit Resistance 10.00% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str offense ------ Mind Crit +2% Physical Power +5 (+1 eff.) Mindpower +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Physical save +23 (+11 eff.) A cap made of leather. |
![]() 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 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +1 Con offense ------ Physical Crit +3.0% When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +3% cold Life +41.00 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +6 Defense +10 (+5 eff.) Life +81.00 Silence Resist +10% Pinning Resist +10% 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. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Dex offense ------ Physical Crit +4.0% Ignore Armor +1 defense ------ Physical save +6 (+3 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +5 Dex defense ------ Resistance +5% arcane Physical save +18 (+9 eff.) Healmod +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 57 lightning damage and will be dazed for 1 turn (286 total damage) Puts all charms on 13 turn cooldown 100% to reduce fatigue by 43% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Forcy the Ghoul Mindslayer level 11
9th Dusk 122nd year of Ascendancy at 13:09 see stats
By Forcy the Ghoul Mindslayer level 20
15th Regrowth 123rd year of Ascendancy at 01:59 see stats
By Forcy the Ghoul Mindslayer level 10
2nd Flare 122nd year of Ascendancy at 08:08 see stats
By Forcy the Ghoul Mindslayer level 20
5th Allure 123rd year of Ascendancy at 00:01 see stats
By Forcy the Ghoul Mindslayer level 19
28th Haze 122nd year of Ascendancy at 01:21 see stats
By Forcy the Ghoul Mindslayer level 11
6th Flare 122nd year of Ascendancy at 04:07 see stats
By Forcy the Ghoul Mindslayer level 11
34th Dusk 122nd year of Ascendancy at 21:48 see stats
By Forcy the Ghoul Mindslayer level 17
77th Dusk 122nd year of Ascendancy at 14:37 see stats
Log
Forcy's Beyond the Flesh hits Ivewyn the wolf for (12 blocked), 0 light (0 total damage).
Forcy's Beyond the Flesh hits Orc soldier for (7 to ice), 10 light (10 total damage).
Forcy's Beyond the Flesh hits Giwen the shadowblade for 9 light damage.
Forcy's Beyond the Flesh hits Xanytha the snow giant for 88 physical, 7 darkness (95 total damage).
Forcy's Beyond the Flesh killed Xanytha the snow giant!
Fiery orc wyrmic is free from the ice.
Mayeldatha the banshee casts Soul Rot.
Orc soldier is free from the ice.
Ivewyn the wolf hits Forcy for (26 to psi shield), 39 physical (39 total damage).
Melee retaliation hits Ivewyn the wolf for 1 lightning damage.
Forcy is afflicted by a weakness disease!
LIFE LOST WARNING!
Mayeldatha the banshee's Soul Rot hits Forcy for 179 blight damage.
Melee retaliation hits Salymina the wolf for 2 lightning damage.
Salymina the wolf hits Forcy for (44 to psi shield), 67 physical, 4 mind (71 total damage).
Forcy uses Kinetic Surge.
Fiery orc wyrmic resists the punch!
Giwen the shadowblade is knocked back!
Forcy hits Giwen the shadowblade for 41 physical damage.
Forcy hits Fiery orc wyrmic for 66 physical damage.
Forcy speeds down outside of the retch.
Forcy overcomes the gloom
Weakness Disease from Mayeldatha the banshee hits Forcy for 40 blight damage.
Mayeldatha the banshee casts Cyst Burst.
Mayeldatha the banshee hits Forcy for 133 blight damage.
Forcy the level 23 ghoul mindslayer was tainted to death by Mayeldatha the banshee on level 2 of Daikara.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.