












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! 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! 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 | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 12 / 26% |
| Size | small |
| Lifes / Deaths | Killed by bloated horror at level 12 on the 33rd Haze 122nd year of Ascendancy at 23:59 / 1 |
Primary Stats
| Strength | 17 (base 18) |
| Dexterity | 28 (base 24) |
| Constitution | 29 (base 18) |
| Magic | 14 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 31 (base 24) |
Resources
| Life | -26/344 |
| Stamina | 123/148 |
| Healing Factor | 1.2524687383468 |
| Regeneration | 9.592038896781 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 30.465374305457 |
| See Invisible | 30.465374305457 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 48 |
| Crit Chance | 13% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Lightning | +10% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 25.683544434606 (53.484417756937%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 16 |
| Physical Save | 22 |
| Spell Save | 11 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 14%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 33%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Shade. | done |
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 red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * '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 skeleton mage skull. * You've found the needed warg claw. 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 giant spider spinneret. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within | active |
Equipment
| On feet | [vs. pair of iron boots (0 def, 3 armour) (On feet)]pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. acidic pouch of iron shots of accuracy (22/22, 114% power, 1 apr) (Quiver)]acidic pouch of iron shots of accuracy (22/22, 114% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 114% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 (-) Armour Penetration: +1 (-) Crit. chance: +4.0% (-) Capacity: 22 (-) On weapon crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Shots are used with slings to pummel your foes to death. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Porymitira the iron helm (15 def, 3 armour) (On head)]Porymitira the iron helm (15 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +15 (+7 eff.) (-) Fatigue: +5% (-) Changes stats: +1(-) Str / +1(-) Dex / +3(-) Con Changes resistances penetration: +15%(-) physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | [vs. elm totem of summon tentacle [power 100] (25 cooldown) (Tool)]elm totem of summon tentacle [power 100] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 209 Base Damage: 102 Armor: 2 All Resist: 3 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. titan's copper ring of lightning (+20%) (On fingers, 1 of 2)]titan's copper ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +20%(-) lightning Changes damage: +10%(-) lightning Physical save: +4 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. titan's copper ring of lightning (+20%) (On fingers, 1 of 2)]mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +0(-2) Con Changes resistances: +0%(-20%) lightning Changes damage: +0%(-10%) lightning Maximum encumbrance: +21 Physical save: +0 (+0 eff.) (-4 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Glorilaith the Pusenvy (Around neck)]Glorilaith the Pusenvy Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Damage (Melee): 0(-10) item nature slow Changes stats: +1(-) Str / +3(-) Mag Changes resistances: +11%(-) lightning Stun/Freeze immunity: +20% (-) Light radius: +2 (-) Amulets make your neck look great! |
| In main hand | [vs. steady rough leather sling (In main hand)]steady rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +6 (-) When wielded/worn: Accuracy: +5 (+1 eff.) (-) Physical crit. chance: +1.0% (-) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | [vs. rough leather belt of the mystic (Around waist)]rough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+4 eff.) (-) Spellpower: +3 (+3 eff.) (-) A belt that goes around your waist. |
| In off hand | [vs. reinforced iron shield of lightning resistance (+15%) (0 def, 4 armour, 96% power, 44 block) (In off hand)]reinforced iron shield of lightning resistance (+15%) (0 def, 4 armour, 96% power, 44 block) Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-) Block value: +44 (-) When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Changes resistances: +15%(-) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)]enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) (-) Changes stats: +1(-) Mag / +1(-) Wil Physical save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rejuvenating rough leather armour (3 def, 2 armour) (Main armor)]rejuvenating rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+1 eff.) (-) Fatigue: +6% (-) Life regen: +2.50 (-) Stamina each turn: +0.60 (-) A suit of armour made of leather. |
Inventory
[vs. Infusion: Healing (on body)]healing infusion of the duelist (heal 96; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96(+46) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)]wild infusion of the sneak (res 21%; physical; dur 3; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21%(+7%) for 3(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 5; phase 14; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 51; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 51 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Glorilaith the Pusenvy (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind / 0(-10) item nature slow Damage (Ranged): 5 mind Changes stats: +0(-1) Str / +0(-3) Mag Changes resistances: +0%(-11%) lightning Stun/Freeze immunity: +0% (-20%) Mindpower: +5 (+3 eff.) Light radius: +0 (-2) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. steady rough leather sling (In main hand)]This item will automatically be transmogrified when you leave the level. elm magestaff of illumination (100% power, 2 apr, lightning element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (+34%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-1.0%) Defense: +6 (+3 eff.) Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 63.54 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. |
[vs. steady rough leather sling (In main hand)]This item will automatically be transmogrified when you leave the level. shimmering elm magestaff of might (100% power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (+34%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-1.0%) Changes damage: +10% lightning Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +34.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
[vs. steady rough leather sling (In main hand)]This item will automatically be transmogrified when you leave the level. iron battleaxe of massacre (125% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 125% (+59%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-1.0%) Massive two-handed battleaxes. |
[vs. steady rough leather sling (In main hand)]acidic iron greatmaul of crippling (116% power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 116% (+50%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% + Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +9.0% (+8.0%) Massive two-handed mauls. |
[vs. steady rough leather sling (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. mossy mindstar (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (+12%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-1.0%) Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. reinforced iron shield of lightning resistance (+15%) (0 def, 4 armour, 96% power, 44 block) (In off hand)]iron shield (0 def, 2 armour, 96% power, 15.5 block) Requires: - Shield usage training - Cunning 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-) Block value: +16 (-28) When wielded/worn: Armour: +2 (-2) Fatigue: +8% (-) Changes resistances: +0%(-15%) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
[vs. rejuvenating rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+1 eff.) (-) Fatigue: +6% (-) Life regen: +0.00 (-2.50) Stamina each turn: +0.00 (-0.60) A suit of armour made of leather. |
[vs. rejuvenating rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (+2) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Fatigue: +12% (+6%) Changes resistances: +15% fire Life regen: +0.00 (-2.50) Stamina each turn: +0.00 (-0.60) A suit of armour made of mail. |
[vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) (-) Changes stats: +0(-1) Mag / +0(-1) Wil Physical save: +6 (+3 eff.) (+1 (+1 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-6 (-3 eff.)) Changes stats: +1 Str / +0(-1) Mag / +0(-1) Wil / +1 Con Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum 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. |
[vs. pair of iron boots (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Porymitira the iron helm (15 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+0 eff.) (-14 (-7 eff.)) Fatigue: +0% (-5%) Changes stats: +0(-1) Str / +0(-1) Dex / +0(-3) Con Changes resistances penetration: +0%(-15%) physical A pointy cloth hat, very wizardly... |
[vs. Porymitira the iron helm (15 def, 3 armour) (On head)]grounding rough leather cap of constitution (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +0 (+0 eff.) (-15 (-7 eff.)) Fatigue: +1% (-4%) Changes stats: +0(-1) Str / +0(-1) Dex / +3(-) Con Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +0%(-15%) physical A cap made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]Isemiwen the Sulfurripper Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Damage when hit (Melee): 8 physical Changes stats: +1 Str / +3 Wil Changes resistances: +0%(-30%) light Changes damage: +6% mind / +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. elm totem of summon tentacle [power 100] (25 cooldown) (Tool)]iron pickaxe 'Voidbloom' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +1 Str Changes resistances: +1% physical Changes damage: +6% darkness Only die when reaching: -40.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. elm totem of summon tentacle [power 100] (25 cooldown) (Tool)]Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 39 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Achievements
Log
Poop uses Block.
Poop is knocked back!
Bloated horror casts Mind Disruption.
Poop shrugs off the effect 'Confused'!
Bloated horror hits poop for (44 blocked), (12 flat reduction), 4 physical (4 total damage).
Bloated horror uses Mind Sear.
Poop tries to evade attacks.
Bloated horror uses Mind Sear.
Bloated horror uses Telekinetic Blast.
Poop is knocked back!
Bloated horror resists the punch!
Bloated horror hits poop for (12 flat reduction), 99 mind (99 total damage).
Bloated horror hits poop for (12 flat reduction), 99 mind (99 total damage).
Bloated horror hits poop for (12 flat reduction), 48 physical (48 total damage).
Bloated horror hits Bloated horror for 41 physical damage.
Poop uses Infusion: Healing.
poop receives 63 healing from Infusion: Healing.
Poop uses Infusion: Regeneration.
Poop starts regenerating health quickly.
Bloated horror casts Phase Door.
Bloated horror uses Mind Sear.
Bloated horror's mind surges with critical power!
Bloated horror casts Rune: Shielding.
A shield forms around bloated horror.
Bloated horror hits poop for (12 flat reduction), 154 mind (154 total damage).
Bloated horror uses Mind Sear.
Bloated horror hits poop for (12 flat reduction), 43 mind (43 total damage).
poop the level 12 halfling skirmisher was psyched to death by a bloated horror on level 2 of Rhaloren Camp.

















































































