












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
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. 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! 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 | Yeek |
Class | Solipsist |
Level / Exp | 50 / 95% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 39 (base 32) |
Dexterity | 27 (base 10) |
Constitution | 76 (base 60) |
Magic | 24 (base 10) |
Willpower | 139.27436892331 (base 60) |
Cunning | 136.82310676991 (base 60) |
Resources
Life | 978/978 |
Equilibrium | 50 |
Psi | 664/669 |
Healing Factor | 1.753915632753 |
Regeneration | 36.829063063813 |
Speed
Mental | 0% |
Attack | +27.188860196496% |
Movement | +53.64892493468% |
Spell | 0% |
Global | +160.39277425099% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 126 |
Accuracy | 44 |
Crit Chance | 43% |
APR | 83 |
Speed | 1.00 |
Offense: Offhand
Damage | 117 |
Accuracy | 44 |
Crit Chance | 43% |
APR | 71 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20.5 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 86 |
Crit Chance | 81% |
Speed | 0.78623237794182 |
Offense: Damage Bonus
Acid | +5% |
Physical | +17% |
Cold | +52% |
All | +2% |
Darkness | +15% |
Light | +12% |
Mind | +45% |
Lightning | +36% |
Nature | +47% |
Offense: Damage Penetration
Darkness | +9% |
Lightning | +12% |
Mind | +66% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 54.065 |
Spell Save | 54.505 |
Mental Save | 55 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 69%( 70%) |
All | + 30%( 70%) |
Lightning | + 47%( 70%) |
Light | + 70%( 70%) |
Temporal | + 32%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 51%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Silence Resistance | 61% |
Confusion Resistance | 100% |
Fear Resistance | 60% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -952 life. The duration and life will increase by 1% for every 1% life you have lost (currently 952 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 646 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Solipsism | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Lucid Dreamer |
talent | Skate |
talent | Thought-Form: Bowman |
talent | Psiblades |
talent | Night Terror |
talent | Antimagic Shield |
beneficial effect | You gain 66% resistance against acid, fire and nature. Resolve |
detrimental effect | The target is poisoned, taking 37.72 nature damage per turn. Poison |
detrimental effect | The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze. Dazed |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+42% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 812. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+1 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Psionic Weapon Damage 15.5 - 21.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-ranged-hit +4 lightning +12 physical On-Hit, radius 1 +8 light +8 lightning On-crit, radius 2 +20 lightning +20 light On Hit: * 20% chance to knock the target back 3 spaces and deal 312 physical damage Arrows are used with bows to pierce your foes to death. |
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.(176 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 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+2 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 4.2 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 25.74 mind and 20.41 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 38% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 37. Terrified: Deals 6.16 mind and 4.89 darkness damage per turn and increases cooldowns by 57%. Haunted: Causes the target to suffer 9.97 mind and 7.91 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+0 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 94.86 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Move Speed +11% Accuracy +11 (+5 eff.) defense ------ Defense +8 (+3 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 5.5 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 42% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +6 Wil +7 Cun +2 Con offense ------ Mindpower +6 (+1 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Dex +2 Mag +7 Wil +9 Cun +10 Con offense ------ Mindpower +15 (+2 eff.) Move Speed +10% Damage +3% acid On-Hit (Melee): * 10% chance to slow global speed by 74% * 24% chance to reduce armor by 22% defense ------ Fatigue -10% Resistance +30% light +30% darkness Physical save +24 (+0 eff.) Spell save +25 (+0 eff.) Mind save +31 (+5 eff.) Life Regen +5.00 Blind Resist +45% Confus Resist +25% other ------- Stamina/turn +1.40 See Invisibility +12 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 17.5 - 19.2 Mind Uses 82% Wil, 49% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +61 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature On Hit: * 20% chance to slow global speed by 74% While equipped: offense ------ Mind Crit +5% Mindpower +34 (+4 eff.) Ignore resists +25% mind defense ------ Resistance +18% nature +3% temporal other ------- Psi when Hit +0.12 Hate-on-crit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.5 - 14.9 Mind Uses 82% Wil, 49% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +49 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Str +4 Dex +1 Mag +3 Wil +10 Cun +3 Con offense ------ Mind Crit +4% Mindpower +13 (+2 eff.) On-Hit 10 lightning Damage +9% lightning +13% mind +13% darkness Ignore resists +12% lightning +7% mind +9% darkness defense ------ Resistance +12% lightning other ------- Max hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +6% mind Ignore resists +25% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 * 20% chance to reduce all saves and defense by 45 defense ------ Defense +2 (+1 eff.) Resistance +6% mind 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 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +6 Mag +6 Wil offense ------ Mind Crit +3% Critical power +10.00% Mindpower +8 (+1 eff.) Damage +25% lightning +15% physical +24% mind +50% cold Ignore resists +9% mind defense ------ Resistance +12% lightning +9% light +56% cold +3% acid +15% all Spell save +6 (+0 eff.) other ------- Psi/turn +0.48 Max psi +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1162% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 872 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +15 Lck offense ------ Damage +9% cold Accuracy +17 (+6 eff.) When Hit 4 darkness On-Hit (Melee): * 10% chance to slow global speed by 74% defense ------ Defense +16 (+5 eff.) Fatigue -9% Resistance +12% lightning +12% darkness +9% acid Resist unseen 18% Life Regen +5.00 Healmod +30% Cut Resist +70% other ------- Masteries +0.40 Psionic/Solipsism +0.40 Psionic/Mentalism Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 531 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil +6 Con offense ------ Ignore resists +15% acid +5% cold defense ------ Resistance +12% physical +12% darkness +3% cold Physical save +20 (+0 eff.) Life +80.00 Life Regen +11.00 Blind Resist +37% other ------- Stamina/turn +1.20 Max hate +4.00 Infravision +10 Sight +2 See Invisibility +10 Masteries +0.40 Psionic/Distortion Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Wil +9 Cun +2 Con defense ------ Resistance +3% acid +30% mind +18% lightning Blind Resist +40% Confus Resist +49% other ------- Light +4 Infravision +7 Sight +2 See Invisibility +13 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind defense ------ Resistance +5% arcane +3% fire Physical save +3 (+0 eff.) Life +40.00 Silence Resist +20% Teleport Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego] Master While equipped: other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+5 eff.) Ignore Armor +12 defense ------ Defense +12 (+4 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 3.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 74% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+0 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Floof the Yeek Solipsist level 40
16th Haze 123rd year of Ascendancy at 05:13 see stats
By Floof the Yeek Solipsist level 24
68th Haze 122nd year of Ascendancy at 04:45 see stats
By Floof the Yeek Solipsist level 40
44th Dusk 123rd year of Ascendancy at 08:23 see stats
By Floof the Yeek Solipsist level 28
19th Regrowth 123rd year of Ascendancy at 05:23 see stats
By Floof the Yeek Solipsist level 43
65th Regrowth 124th year of Ascendancy at 21:03 see stats
By Floof the Yeek Solipsist level 48
46th Pyre 124th year of Ascendancy at 15:15 see stats
By Floof the Yeek Solipsist level 43
51st Regrowth 124th year of Ascendancy at 20:00 see stats
By Floof the Yeek Solipsist level 36
28th Dusk 123rd year of Ascendancy at 06:37 see stats
By Floof the Yeek Solipsist level 49
73rd Pyre 124th year of Ascendancy at 18:32 see stats
By Floof the Yeek Solipsist level 14
7th Haze 122nd year of Ascendancy at 06:09 see stats
By Floof the Yeek Solipsist level 50
7th Dusk 124th year of Ascendancy at 12:58 see stats
By Floof the Yeek Solipsist level 48
52nd Pyre 124th year of Ascendancy at 12:18 see stats
By Floof the Yeek Solipsist level 41
29th Haze 123rd year of Ascendancy at 15:26 see stats
By Floof the Yeek Solipsist level 27
3rd Regrowth 123rd year of Ascendancy at 06:13 see stats
By Floof the Yeek Solipsist level 35
15th Dusk 123rd year of Ascendancy at 11:28 see stats
By Floof the Yeek Solipsist level 50
9th Flare 124th year of Ascendancy at 00:58 see stats
By Floof the Yeek Solipsist level 19
40th Haze 122nd year of Ascendancy at 07:01 see stats
By Floof the Yeek Solipsist level 29
45th Regrowth 123rd year of Ascendancy at 07:21 see stats
By Floof the Yeek Solipsist level 48
52nd Pyre 124th year of Ascendancy at 13:39 see stats
By Floof the Yeek Solipsist level 39
44th Dusk 123rd year of Ascendancy at 06:30 see stats
By Floof the Yeek Solipsist level 24
68th Haze 122nd year of Ascendancy at 05:03 see stats
By Floof the Yeek Solipsist level 45
65th Regrowth 124th year of Ascendancy at 22:24 see stats
By Floof the Yeek Solipsist level 30
60th Regrowth 123rd year of Ascendancy at 07:43 see stats
By Floof the Yeek Solipsist level 10
51st Dusk 122nd year of Ascendancy at 17:21 see stats
By Floof the Yeek Solipsist level 20
48th Haze 122nd year of Ascendancy at 15:02 see stats
By Floof the Yeek Solipsist level 30
53rd Regrowth 123rd year of Ascendancy at 17:50 see stats
By Floof the Yeek Solipsist level 40
44th Dusk 123rd year of Ascendancy at 07:47 see stats
By Floof the Yeek Solipsist level 50
10th Mirth 124th year of Ascendancy at 15:48 see stats
By Floof the Yeek Solipsist level 45
66th Regrowth 124th year of Ascendancy at 01:26 see stats
By Floof the Yeek Solipsist level 40
25th Haze 123rd year of Ascendancy at 18:36 see stats
By Floof the Yeek Solipsist level 25
80th Haze 122nd year of Ascendancy at 05:16 see stats
By Floof the Yeek Solipsist level 26
8th Decay 122nd year of Ascendancy at 15:09 see stats
By Floof the Yeek Solipsist level 28
39th Regrowth 123rd year of Ascendancy at 19:00 see stats
By Floof the Yeek Solipsist level 25
5th Decay 122nd year of Ascendancy at 11:01 see stats
By Floof the Yeek Solipsist level 20
49th Haze 122nd year of Ascendancy at 06:32 see stats
By Floof the Yeek Solipsist level 42
29th Haze 123rd year of Ascendancy at 16:00 see stats
By Floof the Yeek Solipsist level 21
51st Haze 122nd year of Ascendancy at 10:25 see stats
By Floof the Yeek Solipsist level 8
28th Dusk 122nd year of Ascendancy at 06:41 see stats
By Floof the Yeek Solipsist level 24
68th Haze 122nd year of Ascendancy at 04:45 see stats
By Floof the Yeek Solipsist level 18
37th Haze 122nd year of Ascendancy at 02:43 see stats
By Floof the Yeek Solipsist level 46
3rd Pyre 124th year of Ascendancy at 01:33 see stats
By Floof the Yeek Solipsist level 30
72nd Regrowth 123rd year of Ascendancy at 08:30 see stats
By Floof the Yeek Solipsist level 36
38th Dusk 123rd year of Ascendancy at 09:05 see stats
By Floof the Yeek Solipsist level 21
50th Haze 122nd year of Ascendancy at 20:38 see stats
By Floof the Yeek Solipsist level 39
43rd Dusk 123rd year of Ascendancy at 18:38 see stats
By Floof the Yeek Solipsist level 26
1st Regrowth 123rd year of Ascendancy at 19:14 see stats
Log
Floof converts some damage to Psi!
Melee retaliation hits Quasit for 5 mind damage.
Poisoned deep water hits Thought-forged bowman for 6 nature damage.
Thought-forged bowman receives 12 healing.
Quasit hits Floof for 15 to psi, 35 physical (50 total damage).
Poisoned deep water hits Floof for (2 antimagic), 0 nature (0 total damage).
Floof uses Mind Sear.
Floof uses Synaptic Static.
Floof's mind surges with critical power!
Floof hits Something for (178 absorbed), 115 mind (115 total damage).
Floof hits Quasit for 300 mind damage.
Floof gains 0% of a turn from Ancestral Life.
Poison from Poisoned deep water hits Floof for (9 antimagic), 0 nature (0 total damage).
Floof receives 12 healing (9 psi heal).
Floof gains 0% of a turn from Ancestral Life.
Poisoned deep water hits Floof for (2 antimagic), 0 nature (0 total damage).
Floof uses Mind Sear.
Floof hits Quasit for 292 mind damage.
Quest 'Lost Knowledge' status updated! (Press 'j' to see the quest log)
Quest 'Lost Knowledge' is failed! (Press 'j' to see the quest log)
Floof killed Quasit!
Something hits Something for 43 fire damage.
Thought-forged bowman uses Crippling Shot.
Poison from Poisoned deep water hits Thought-forged bowman for 6 nature damage.
Thought-forged bowman receives 11 healing.
Thought-forged bowman's Crippling Shot misses something.
Poisoned deep water hits Floof for (3 antimagic), 0 nature (0 total damage).