
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! 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 18 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 3 on the 75th Pyre 122nd year of Ascendancy at 23:52 0 / 6Killed by Jaero the halfling at level 14 on the 3rd Allure 123rd year of Ascendancy at 05:39 Killed by Arurewyn the sandworm at level 16 on the 20th Regrowth 123rd year of Ascendancy at 19:46 Killed by Nerama the sandworm at level 16 on the 21st Regrowth 123rd year of Ascendancy at 20:42 Killed by Horned Horror at level 18 on the 32nd Regrowth 123rd year of Ascendancy at 18:07 Killed by Horned Horror at level 18 on the 32nd Regrowth 123rd year of Ascendancy at 19:13 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 20 (base 18) |
| Constitution | 23 (base 20) |
| Magic | 16 (base 15) |
| Willpower | 43 (base 29) |
| Cunning | 40 (base 28) |
Resources
| Life | -8/372 |
| Equilibrium | 21 |
| Healing Factor | 1.5099022211821 |
| Regeneration | 6.4170844400239 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 50.447246277331 |
| See Invisible | 52.447246277331 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 35 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 35 |
| Crit Chance | 16% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Light | +10% |
| Lightning | +10% |
| Cold | +20% |
| Nature | +15% |
Offense: Damage Penetration
| Cold | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 1 (44.574340358689%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 26 |
| Mental Save | 39 |
Defense: Resistances
| Nature | + 26%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 28%( 70%) |
| Cold | + 52%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
| Pinning Resistance | 10% |
| Poison Resistance | 90% |
| Blind Resistance | 20% |
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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.22 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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. | 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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 |
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 |
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. | 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 avoidance. 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.' * '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.' * You've found the needed length of troll intestine. 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 green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. * You've found the needed orc heart. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | dreamer's pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats Str +2, Wil +2, Cun +2, Con +2 defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning, +10% cold defense ------ Resistance +10% lightning, +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.59 to 109.76 lightning damage (73.17 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 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. |
| Tool | steel torque of psionic shield [power 49] (4/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +2 offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Mind save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | savior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +7 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
| Around neck | Demonvice the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness defense ------ Resistance +3% temporal Mind save +6 (+2 eff.) Healmod +10% Poison Resist +20% Knockbk Resist +10% other ------- Masteries +0.22 Cunning/Survival Amulets make your neck look great! |
| In main hand | mossy mindstar 'Ichorraze' (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +12 nature On-Hit, radius 1 +12 nature While equipped: Stats Cun +3, Mag +1 offense ------ Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) defense ------ Resistance +6% cold other ------- See Invisibility +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Ivyvena1.0 Encumbrance T3 belt armor [Rare] Master While equipped: defense ------ Resistance +10% fire, +11% cold Mind save +6 (+2 eff.) Life Regen +4.00 Healmod +20% Cut Resist +20% Silence Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
| In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 133.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | linen cloak 'Balegostir' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Dex +2, Wil +1, Cun +3 Con +1 defense ------ Defense +1 (+1 eff.) Resistance +3% darkness, +6% cold Pinning Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all, +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
clarifying steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Cun +2 defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats Cun +4, Mag +4 offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 70.41 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
harmonious vined mindstar of gales (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +4% lightning, +4% cold +3% nature, +4% physical Ignore resists +3% nature defense ------ Defense +8 (+4 eff.) Resistance +3% nature Pinning Resist +17% other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Eclipse's kiss (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% nature Ignore resists +10% nature defense ------ Resistance +6% darkness, +15% nature +7% all Life +40.00 Healmod +5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Scaldquill' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats Dex +1 offense ------ Damage +13% nature Ignore resists +20% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +6% fire, +19% nature, +9% all Crit Resistance 5.00% other ------- See Invisibility +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening rough leather armour of the hero (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats Str +4, Dex +4, Mag +3, Wil +8 Cun +7 defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Mind save +12 (+4 eff.) Life +32.00 A suit of armour made of leather. |
Crackleslicer (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ When Hit 2 lightning defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +19% lightning, +2% physical +3% blight Mind save +6 (+2 eff.) Life +100.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Mayyriana (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +1, Dex +1 offense ------ Physical Crit +1.0% defense ------ Defense +11 (+6 eff.) Poison Resist +10% Pinning Resist +10% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unlightmalice the linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% cold Ignore resists +5% light defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +6% darkness, +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nolaith (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Cun +5, Wil +2 offense ------ Mind Crit +1% defense ------ Armor +1 Fatigue +1% Resistance +11% light, +11% darkness other ------- Psi when Hit +0.04 A cap made of leather. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Smearknight2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +3% darkness Physical save +6 (+3 eff.) Healmod +11% 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats Str +1 offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
soothing iron torque of mindblast [power 105] (4/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
Nydan the yew wand of conjuration [power 220] (4/15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats Wil +3 offense ------ Mind Crit +4% Damage +9% mind When Hit 4 acid defense ------ Resistance +12% acid Fire a magical bolt dealing 220 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Floarmun the Cornac Summoner level 15
5th Allure 123rd year of Ascendancy at 10:29 see stats
Level 10
Got a character to level 10.By Floarmun the Cornac Summoner level 10
54th Dusk 122nd year of Ascendancy at 19:19 see stats
The Arena
Unlocked Arena mode.By Floarmun the Cornac Summoner level 7
7th Mirth 122nd year of Ascendancy at 22:38 see stats
The secret city
Discovered the truth about mages.By Floarmun the Cornac Summoner level 7
1st Dusk 122nd year of Ascendancy at 12:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Floarmun the Cornac Summoner level 18
32nd Regrowth 123rd year of Ascendancy at 15:41 see stats
Log
Talent Infusion: Regeneration is ready to use.
Horned Horror uses Tentacle Grab.
Floarmun is being strangled.
Floarmun slows down.
Strangle Hold from Horned Horror hits Floarmun for 13 nature damage.
You are unable to move!
Floarmun wears (replacing soothing iron torque of mindblast [power 105] (4/15 cooldown)): steel torque of psionic shield [power 49] (25 cooldown).
Floarmun hits Horned Horror for (13 flat reduction), 0 lightning (0 total damage).
Horned Horror throws a finishing uppercut.
Floarmun is stunned!
Melee retaliation hits Horned Horror for (11 flat reduction), 0 cold (0 total damage).
Horned Horror hits Floarmun for 234 physical, 19 lightning (253 total damage).
Strangle Hold from Horned Horror hits Floarmun for 13 nature damage.
You are unable to move!
You are unable to move!
Floarmun uses Infusion: Wild.
Floarmun is not stunned anymore.
Floarmun is cured!
Floarmun lessens the pain.
You are unable to move!
Floarmun summons a Jelly!
Floarmun hits Horned Horror for (13 flat reduction), 0 lightning (0 total damage).
Horned Horror throws two quick punches.
Horned Horror misses Floarmun.
Melee retaliation hits Horned Horror for (11 flat reduction), 0 cold (0 total damage).
Horned Horror hits Floarmun for 108 physical damage.
Floarmun the level 18 cornac summoner was minced to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.






































































