










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 | Halfling |
Class | Mindslayer |
Level / Exp | 21 / 89% |
Size | small |
Lifes / Deaths | Killed by Glorumina the black jelly at level 21 on the 45th Regrowth 123rd year of Ascendancy at 16:06 / 1 |
Primary Stats
Strength | 29 (base 14) |
Dexterity | 24 (base 10) |
Constitution | 24 (base 10) |
Magic | 13 (base 10) |
Willpower | 62 (base 50) |
Cunning | 45 (base 38) |
Resources
Life | -272/484 |
Psi | 66/152 |
Healing Factor | 1.2172674059366 |
Regeneration | 4.5647527722622 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 58 |
Accuracy | 43 |
Crit Chance | 13% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 13% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Temporal | +10% |
Physical | +6% |
Arcane | +9% |
All | 0% |
Nature | +6% |
Offense: Damage Penetration
Darkness | +21% |
Temporal | +21% |
Arcane | +30% |
Physical | +19% |
All | +10% |
Defense: Base
Armour (hardiness) | 29 (35.65183292883%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 23 |
Mental Save | 29 |
Defense: Resistances
Blight | + 13%( 70%) |
Physical | + 15%( 70%) |
Cold | + 17%( 70%) |
All | + 7%( 70%) |
Darkness | + 29%( 70%) |
Light | + 35%( 70%) |
Temporal | + 43%( 70%) |
Lightning | + 53%( 70%) |
Mind | + 10%( 70%) |
Fire | + 15%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Poison Resistance | 10% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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 mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T3 greatsword 1H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
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.(119 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil +3 Con offense ------ Physical Power +7 (+3 eff.) Damage +9% arcane When Hit 2 arcane defense ------ Armor +5 Fatigue +1% Resistance +9% physical Physical save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
On feet | ![]() 3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: offense ------ Spellpower +4 (+3 eff.) Ignore resists +11% darkness +11% temporal defense ------ Armor +3 Fatigue +2% Resistance +10% darkness +11% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str offense ------ Damage +6% physical defense ------ Resistance +18% lightning Unlife -80.00 life other ------- Stamina/turn +3.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +11% Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) other ------- Light +4 Infravision +4 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +2 Mag +3 Wil +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +16% lightning +6% fire Life Regen +1.00 Stun Resist +24% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 141% 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, radius 1 +8 blight On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 21 damage While equipped: offense ------ Ignore resists +10% all +9% physical Accuracy +14 (+5 eff.) Ignore Armor +21 defense ------ Resistance +3% temporal Massive two-handed mauls. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Mag offense ------ On-Hit 8 nature Damage +6% nature Ignore resists +20% arcane On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Armor +2 Resistance +7% nature +3% fire Crit Resistance 5.00% Poison Resist +10% Stun Resist +20% 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +10 (+4 eff.) Ignore Armor +2 On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Defense +5 (+2 eff.) Resistance +6% lightning +5% temporal Unlife -40.00 life other ------- Max stamina +10.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +10% temporal +14% darkness +11% cold Out-of-Phase Defense +11 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown 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 T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +10% temporal defense ------ Resistance +9% lightning +10% temporal +6% blight +3% mind +7% all Life +40.00 Stun Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 22 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 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Con offense ------ Physical Power +25 (+9 eff.) Damage +6% darkness Ignore resists +5% physical Accuracy +5 (+2 eff.) defense ------ Resistance +10% mind Unlife -40.00 life Confus Resist +32% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +12% light +13% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Damage Against +7% Unnatural On-crit, radius 2 +4 acid On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +7 Str +7 Dex +5 Mag +6 Wil +7 Cun +5 Con offense ------ Accuracy +10 (+4 eff.) When Hit 4 acid defense ------ Defense +10 (+5 eff.) Resistance +15% nature Disarm Resist +35% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Normal] Weapon Damage 142% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Disrupt Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 53% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 122% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 145% Range: 1.0x-1.7x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 134% 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 +3.0% Attack Speed 100% On-Hit, radius 1 +9 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Ignore resists +7% physical Ignore Shields +20% Accuracy +7 (+3 eff.) Ignore Armor +9 When Hit 2 arcane other ------- Max mana +20.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Unique] Arcane A part of set. Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Arcane Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+7 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Massive two-handed swords. Transformed with the power of the Spellblaze. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 124% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +3.5% Attack Speed 100% Ignore Shields +30% On-Hit, radius 1 +12 physical On Hit: * 10 arcane resource burn While equipped: Stats +9 Con +9 Wil offense ------ Damage +9% physical defense ------ Armor +4 Life +33.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 blight +5 cold On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Physical 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% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil +6 Con offense ------ Damage +3% temporal defense ------ Armor +6 Resistance +6% darkness other ------- Infravision +2 Create a temporary shield that absorbs 194 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight +5% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Critical power +10.00% When Hit 2 lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning Mind save +3 (+1 eff.) Life +31.00 other ------- Light +1 See Invisibility +9 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] Arcane While equipped: Stats +2 Dex +8 Mag +1 Wil +2 Cun offense ------ Damage +6% light defense ------ Defense +1 (+0 eff.) other ------- Light +1 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] Nature While equipped: Stats +2 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Defense +1 (+0 eff.) Resistance +3% mind Physical save +9 (+5 eff.) Life +30.00 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 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+7 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+7 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) defense ------ Resistance +11% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +7 Defense +5 (+2 eff.) Fatigue +2% Resistance +6% cold +5% fire +2% physical Unlife -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +32% Confus Resist +32% Stun Resist +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ Spellpower +5 (+4 eff.) Spellpower/crit +2 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% acid +3% lightning Physical save +6 (+3 eff.) Unlife -80.00 life A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +7 Mag +4 Wil offense ------ Spell Crit +2% Critical power +10.00% Spellpower +10 (+6 eff.) Spellpower/crit +8 Damage +6% blight +6% arcane When Hit 2 blight defense ------ Armor +3 Fatigue +5% Resistance +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: offense ------ Damage +12% darkness +18% fire Ignore resists +20% darkness +15% fire When Hit 4 darkness defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +3% blight +17% fire A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Damage +6% mind Ignore resists +10% mind When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +3% light +7% physical Physical save +15 (+8 eff.) A suit of armour made of leather. |
![]() 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 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +3 Wil defense ------ Armor +2 Spell save +6 (+3 eff.) Life Regen +4.00 other ------- Max mana +20.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +6% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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++] Master Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +18.5% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Dex +3 Wil +1 Con defense ------ Resistance +9% mind other ------- Light +1 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Con offense ------ Accuracy +20 (+7 eff.) defense ------ Resistance +5% arcane +3% light other ------- Stamina/turn +3.00 Max stamina +10.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% light defense ------ Resistance +1% physical +6% fire Unlife -20.00 life Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Fire a magical bolt dealing 105 acid damage Puts all charms on 15 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag +3 Con other ------- Infravision +2 See Invisibility +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Iusok the Halfling Mindslayer level 18
5th Decay 122nd year of Ascendancy at 13:30 see stats
By Iusok the Halfling Mindslayer level 20
5th Allure 123rd year of Ascendancy at 00:40 see stats
By Iusok the Halfling Mindslayer level 10
2nd Mirth 122nd year of Ascendancy at 18:27 see stats
By Iusok the Halfling Mindslayer level 20
3rd Allure 123rd year of Ascendancy at 22:47 see stats
By Iusok the Halfling Mindslayer level 10
3rd Mirth 122nd year of Ascendancy at 08:57 see stats
By Iusok the Halfling Mindslayer level 13
51st Haze 122nd year of Ascendancy at 17:10 see stats
By Iusok the Halfling Mindslayer level 17
71st Haze 122nd year of Ascendancy at 09:25 see stats
Log
Arassra the gigantic corrosive tunneler uses Slash.
Arassra the gigantic corrosive tunneler forces the iceblock to shatter.
Arassra the gigantic corrosive tunneler hits Iceblock for 10 nature damage.
Arassra the gigantic corrosive tunneler is free from the ice.
Iusok is confused and fails to use Telekinetic Smash.
Iusok's awareness returns to normal.
Iusok's Beyond the Flesh performs a melee critical strike against Glorumina the black jelly!
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Talent Kinetic Strike is ready to use.
Iusok's Beyond the Flesh hits Glorumina the black jelly for 116 physical, 8 nature, 25 light (149 total damage).
Melee retaliation hits Iusok for (1 to psi shield), 2 acid (2 total damage).
Acid Splash from Arassra the gigantic corrosive tunneler hits Iusok for (1 to psi shield), 1 acid (1 total damage).
Glorumina the black jelly uses Block.
Mindrot hits Iusok for (3 to psi shield), 4 mind, (2 to psi shield), 3 darkness (7 total damage).
Iusok is confused and fails to use Telekinetic Smash.
Iusok is no longer evading attacks.
Talent Quick as Thought is ready to use.
Iusok's Beyond the Flesh hits Glorumina the black jelly for (57 blocked), 0 physical, (8 blocked), 0 nature, (25 blocked), 0 light (0 total damage).
Melee retaliation hits Iusok for (1 to psi shield), 2 acid (2 total damage).
Acid Splash from Arassra the gigantic corrosive tunneler hits Iusok for (1 to psi shield), 1 acid (1 total damage).
Glorumina the black jelly uses Assault.
Glorumina the black jelly performs a melee critical strike against Iusok!
Iusok tries to evade attacks.
Glorumina the black jelly performs a melee critical strike against Iusok!
Melee retaliation hits Glorumina the black jelly for 2 arcane, 2 arcane, 2 arcane (6 total damage).
Glorumina the black jelly hits Iusok for (25 to psi shield), 38 acid, (3 to psi shield), 5 acid, (52 to psi shield), 192 acid, (2 to psi shield), 3 acid, (52 to psi shield), 189 acid (427 total damage).
Iusok the level 21 halfling mindslayer was scalded to death by Glorumina the black jelly on level 1 of Sandworm lair.