










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 31 / 74% |
| Size | big |
| Lifes / Deaths | Killed by Naryon's Temporal Clone at level 31 on the 15th Regrowth 123rd year of Ascendancy at 15:18 4 / 3Killed by Naryon's Temporal Clone at level 31 on the 15th Regrowth 123rd year of Ascendancy at 16:36 Killed by Naryon at level 31 on the 15th Regrowth 123rd year of Ascendancy at 16:40 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 33 (base 22) |
| Magic | 79 (base 60) |
| Willpower | 33 (base 10) |
| Cunning | 78 (base 53) |
Resources
| Life | 424/424 |
| Insanity | 99/100 |
| Healing Factor | 1.4489294477288 |
| Regeneration | 10.649631440806 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 21 |
| See Stealth | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 22 |
| Crit Chance | 27% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +72% |
| Nature | +33% |
| Temporal | +26% |
| Blight | +30% |
| Physical | +21% |
| Cold | +21% |
| All | +18% |
Offense: Damage Penetration
| Darkness | +23% |
| Temporal | +23% |
| Nature | +10% |
| Fire | +25% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.271441755201 (30%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 51 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 70%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 36%( 70%) |
| Physical | + 31%( 70%) |
| Lightning | + 60%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 12% |
| Silence Resistance | 50% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 42% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Rift | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| talent | Grand Oration |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by luminous horror. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 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 Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 3 of Old Forest) | failed |
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 |
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 |
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. The fortress's current energy level is: 14. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' 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 red crystal shard. * You've found the needed vial of squid ink. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
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 | reinforced pair of hardened leather boots of void walking (0 def, 8 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +13% darkness +13% temporal ----- def ----- Armour +8 Resists +7% acid +13% temporal +16% darkness +7% fire +8% lightning +8% cold Def/telep +16 Res/telep +13% Dur/telep +14% A pair of boots made of leather. |
| Light source | brass lantern 'Sunream'2.0 T1 lite [Rare] Master While equipped: Stats +6 Cun ----- def ----- Resists +6% light +6% lightning Crit.chn- 15.00% Blind- +22% Confus- +12% ---------- misc Light +10 See.Stealth +8 See.Invis +5 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. 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. |
| On head | Delerak (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Dex +7 Wil +3 Cun +2 Con dps ---------- Phys.pwr +8 (+4 eff.) Mind.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +12% blight ----- def ----- Armour +4 Fatigue +4% Resists +5% cold +9% fire +8% physical Phys.save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Growquencher [power 107] (32/25 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +15% nature Res.pen +10% nature Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 58% Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Arthyrosus the gold ring0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +6 Wil +5 Mag dps ---------- Mind.crit +2% Phys.pwr +5 (+3 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +24 (+8 eff.) ----- def ----- Resists +14% acid +15% fire +13% cold +14% lightning Mind.save +12 (+4 eff.) ---------- misc Light +2 Rings make your fingers look great! |
| On fingers | Shadenail the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +21% darkness +6% all Apr +3 ----- def ----- Armour +6 Resists +6% lightning +6% light Die.at -60.00 life Rings make your fingers look great! |
| Around waist | Galikalthozor1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Dex +4 Wil +4 Cun dps ---------- Phys.crit +1.0% Phys.pwr +6 (+3 eff.) Dmg.mod +3% physical Apr +1 ----- def ----- Resists +7% acid +1% physical +7% cold +7% lightning +7% fire Phys.save +13 (+6 eff.) Spell.save +25 (+8 eff.) Mind.save +13 (+4 eff.) ---------- misc Max.stam +30.00 Size +1 A belt that goes around your waist. |
| In main hand | Hazesmasher the elven-wood vilestaff (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) Dmg.mod +25% darkness +3% cold Res.pen +15% cold ----- def ----- Defense +24 (+8 eff.) Resists +15% cold Spell.save +9 (+3 eff.) HP.reg +1.10 Heal.mod +14% ---------- misc Light +8 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 145.02 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. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% fire +10% cold +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | Blazebright the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature While equipped: dps ---------- Res.pen +25% fire On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Defense +8 (+3 eff.) Resists +15% blight +35% fire +14% nature +19% light Phys.save +11 (+5 eff.) Mind.save +8 (+2 eff.) Stealth +7 Die.at -50.00 life HP.reg +4.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Malofang'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +6 Cun +4 Con +5 Lck dps ---------- Mov.spd +10% Acc +7 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Fatigue -5% Resists +6% physical +6% cold Mind.save +3 (+1 eff.) Unseen.red 12% HP.reg +2.00 Blind- +20% Disarm- +10% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (282.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 355.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +10% Acc +10 (+5 eff.) ----- def ----- Defense +9 (+3 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Girdle of the Calm Waters 'Fogrebel'1.0 T2 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Res.pen +5% blight Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +9 Resists +6% darkness +20% blight +20% cold +20% nature +6% mind Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Heal.mod +15% ---------- misc Size +1 Create a temporary shield that absorbs 266 damage Puts all charms on 30 cooldown A belt rumoured to have been worn by the Conclave healers. |
Glorina (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +9% darkness +16% fire +7% lightning +12% cold Phys.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardasta the dwarven-steel gauntlets (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +2% Melee+ 9 nature Dmg.mod +6% nature ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Resists +6% lightning +9% light +6% mind +8% nature Phys.save +12 (+5 eff.) Spell.save +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
dwarven-steel helm 'Fogslicer' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +3 Wil +4 Cun +5 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% acid +15% darkness ----- def ----- Armour +4 Fatigue +4% Resists +9% acid Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 95.4 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Lightningstar' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% lightning Res.pen +25% arcane +25% lightning Melee Ret 10 arcane ----- def ----- Resists +7% fire +8% darkness +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
alchemist's lamp 'Blazeedge'1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +15% lightning +20% acid ----- def ----- Resists +6% lightning Mind.save +8 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Light +4 See.Stealth +5 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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. |
Transmogrification Chest2.0 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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+5 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Naryon the Cornac Cultist of Entropy level 11
3rd Dusk 122nd year of Ascendancy at 12:38 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Naryon the Cornac Cultist of Entropy level 26
5th Decay 122nd year of Ascendancy at 19:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Naryon the Cornac Cultist of Entropy level 24
57th Haze 122nd year of Ascendancy at 05:37 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Naryon the Cornac Cultist of Entropy level 31
4th Allure 123rd year of Ascendancy at 09:48 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Naryon the Cornac Cultist of Entropy level 26
63rd Haze 122nd year of Ascendancy at 11:38 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Naryon the Cornac Cultist of Entropy level 31
3rd Regrowth 123rd year of Ascendancy at 19:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Naryon the Cornac Cultist of Entropy level 10
1st Flare 122nd year of Ascendancy at 06:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Naryon the Cornac Cultist of Entropy level 20
15th Haze 122nd year of Ascendancy at 00:18 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Naryon the Cornac Cultist of Entropy level 30
8th Decay 122nd year of Ascendancy at 21:10 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Naryon the Cornac Cultist of Entropy level 22
25th Haze 122nd year of Ascendancy at 20:31 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Naryon the Cornac Cultist of Entropy level 25
62nd Haze 122nd year of Ascendancy at 18:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Naryon the Cornac Cultist of Entropy level 10
1st Flare 122nd year of Ascendancy at 22:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Naryon the Cornac Cultist of Entropy level 10
3rd Flare 122nd year of Ascendancy at 10:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Naryon the Cornac Cultist of Entropy level 23
57th Haze 122nd year of Ascendancy at 01:34 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Naryon the Cornac Cultist of Entropy level 16
34th Dusk 122nd year of Ascendancy at 16:47 see stats
Log
Naryon's Temporal Clone's Reality Fracture hits Naryon for 0 temporal, 22 darkness (22 total damage).
Something hits Glorodath the elven cultist for 59 lightning, 21 acid, 6 fire (86 total damage).
Naryon's black hole pulls Naryon's Temporal Clone in!
Naryon's black hole hits Naryon's Temporal Clone for 12 temporal, 22 darkness (34 total damage).
Naryon's Temporal Clone loses 31 health to the entropy.
Entropic Gift from Naryon hits Naryon's Temporal Clone for 12 temporal, 25 darkness (37 total damage).
Nihil from Naryon hits Naryon's Temporal Clone for 12 temporal damage.
Arodhethra the faeros loses 4 health to the entropy.
Glorodath the elven cultist stops burning.
Naryon's Temporal Clone casts Essence Reave.
Naryon's Temporal Clone rends the essence of Naryon, restoring 2 void shards!
Naryon loses 3 health and is almost overcome by the entropy!
Talent Essence Reave is ready to use.
Bleeding from Xanarina the greater faeros hits Glorodath the elven cultist for 25 physical damage.
Nihil from Naryon's Temporal Clone hits Naryon for 0 temporal damage.
Naryon's Temporal Clone hits Naryon for 0 temporal, 178 darkness (178 total damage).
Dark Whispers from Naryon's Temporal Clone hits Naryon for 85 darkness damage.
Naryon the level 31 cornac cultist of entropy was shadowed to death by a Naryon's Temporal Clone on level 1 of Mark of the Spellblaze.
You have 4 life(s) left.
Naryon deactivates Twofold Curse.
Naryon deactivates Revelation.
Naryon deactivates Grand Oration.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Dark Whispers from Naryon's Temporal Clone killed Naryon!
Saving game...
Saving done.
Talent Netherblast is ready to use.
Ran for 2 turns (stop reason: interesting character).

















































































