









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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 16 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 16 on the 51st Dusk 122nd year of Ascendancy at 01:46 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 1 (base 10) |
| Constitution | 1 (base 14) |
| Magic | 53 (base 43) |
| Willpower | 21 (base 10) |
| Cunning | 34 (base 30) |
Resources
| Life | -4/275 |
| Insanity | 99/100 |
| Healing Factor | 0.88785229148189 |
| Regeneration | 3.773372238798 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 18 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +33% |
| Nature | +33% |
| Temporal | +34% |
| Blight | +45% |
| Darkness | +54% |
| Mind | +37% |
| All | +18% |
Offense: Damage Penetration
| Temporal | +15% |
| Darkness | +15% |
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.201116321116 (65.65183292883%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 27 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 14%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 19%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 31%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 20% |
| Stun Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases spell critical chance by 4%. At 5 stacks, next Nether spell is empowered. 2 Halo of Ruin |
| beneficial effect | Increases defense by 8. Mobile Defense |
| beneficial effect | 6 stacks, +18% to all damage dealt. Chaos Orbs |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 13 and doing 45.50 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its constitution by 19 and doing 32.59 blight damage per turn. Rotting Disease |
| beneficial effect | The target has 1 increased saves and defense, and 1% increased critical chance. 1 Jinx |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * '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.' * '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.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Manydoharachak' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Spell.crit +1% Dmg.mod +3% blight ----- def ----- Armour +3 ---------- misc Mana/turn +0.12 Infravis +1 A pair of boots made of leather. |
| Light source | Purewilder2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +20% nature Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Max.HP +45.00 ---------- misc Psi/ret +0.04 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. |
| On head | Blastglamour the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness +24% blight Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +3% fire +16% darkness A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of mindblast 'Cyrorin' [power 200] (5/15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +6% acid Blast the opponent's mind dealing 274 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 32. 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
| Around waist | Dimstar1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +5% arcane +6% darkness Mind.save +6 (+3 eff.) Stun/Frz- +10% Knockbk- +10% A belt that goes around your waist. |
| In main hand | ash starstaff of greater warding (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Armour +7 Defense +7 (+4 eff.) ---------- misc Wards +3 darkness Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
| On hands | Zubissra the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +10 (+4 eff.) Melee+ 7 mind 9 temporal Ranged+ 5 temporal Dmg.mod +4% mind +6% temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% mind +8% temporal HP.reg +3.00 ---------- misc Stam/turn +1.20 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | enveloping linen cloak of the hunter (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +15 (+8 eff.) ----- def ----- Defense +7 (+4 eff.) Fatigue -5% Phys.save +5 (+2 eff.) Max.HP +43.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Blizzardsweep0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck +3 Cun dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +3% cold Phys.save +3 (+1 eff.) Unseen.red 11% Confus- +20% Knockbk- +10% Amulets make your neck look great! |
Inventory
regeneration infusion (heal 101; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 89; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 89 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 61; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 61.18 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 158; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 183; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 209; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% cold +12% fire Amulets make your neck look great! |
iron greatmaul (115% power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 115% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
Beromas the dwarven-steel greatsword (157% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature/Master Power 157% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 16 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex +8 Wil +14 Con dps ---------- Phys.crit +12.0% Phys.pwr +7 (+7 eff.) Res.pen +15% physical ----- def ----- Crit.chn- 5.00% Max.HP +52.00 Massive two-handed swords. |
iron mace (107% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
creative vined mindstar of balance (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 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. |
horrifying mossy mindstar (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +3% darkness ---------- misc 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. |
horrifying vined mindstar of life (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +2% darkness ----- def ----- Max.HP +11.00 HP.reg +0.50 ---------- misc 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. |
magewarrior's short elm starstaff (100% power, 2 apr, physical element)5.0 T1 staff 1H weapon [Ego+] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +6 (+6 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +10% physical Acc +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Fatigue -2% Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Burnpunish the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +11% acid +6% fire +10% nature ----- def ----- Resists +25% acid +5% arcane +9% all Poison- +44% Disease- +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Uriduhell (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +5.00% S.pwr/crit +2 Mov.spd +25% Melee Ret 2 blight ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elomira (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% Acc +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +3% temporal +5% cold +6% fire Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
shielding linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of fire resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 58.75 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
cured leather armour 'Silakira' (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% acid +5% arcane +16% lightning Spell.save +12 (+6 eff.) ---------- misc Equi/ret +0.12 Max.psi +10.00 A suit of armour made of leather. |
cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +20.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
Myrazor the Pitchwrack (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +12% blight +3% darkness ----- def ----- Armour +7 Fatigue +22% Resists +6% physical Phys.save +10 (+5 eff.) ---------- misc Vim/s.crit +2.00 A suit of armour made of metal plates. |
Voruthra (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil +2 Cun +9 Con ----- def ----- Max.HP +21.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 14 fire ----- def ----- Resists +6% fire Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
piercing ash wand of shielding [power 182] (5/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Itzen the Cornac Cultist of Entropy level 10
1st Dusk 122nd year of Ascendancy at 17:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Itzen the Cornac Cultist of Entropy level 10
1st Dusk 122nd year of Ascendancy at 17:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Itzen the Cornac Cultist of Entropy level 10
16th Dusk 122nd year of Ascendancy at 02:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Itzen the Cornac Cultist of Entropy level 13
29th Dusk 122nd year of Ascendancy at 04:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Itzen the Cornac Cultist of Entropy level 15
49th Dusk 122nd year of Ascendancy at 11:01 see stats
Log
Elven cultist is dazed!
Elven cultist is not dazed anymore.
Voidburn from Itzen hits Elven cultist for (25 flat reduction), 4 temporal, (19 flat reduction), 0 darkness (4 total damage).
Itzen casts Entropic Gift.
Elven cultist is consumed by entropy!
Itzen's is no longer wasting away.
Itzen is wasting away!
Elven cultist casts Dark Portal.
Itzen is afflicted by a decrepitude disease!
Itzen loses 2 health to the entropy.
Your shield crumbles under the damage!
The shield around Itzen crumbles.
Itzen's black hole pulls Elven cultist in!
Itzen's black hole hits Elven cultist for 8 temporal, 8 darkness (15 total damage).
Rotting Disease from Elven cultist hits Itzen for (13 absorbed), 19 blight (19 total damage).
Decrepitude Disease from Elven cultist hits Itzen for (45 absorbed), 0 blight (0 total damage).
Entropic Gift from Itzen hits Elven cultist for 18 temporal, 32 darkness (50 total damage).
Voidburn from Itzen hits Elven cultist for 11 temporal, 16 darkness (27 total damage).
Itzen casts Rift Cutter.
Itzen hits Elven cultist for 58 darkness damage.
Itzen killed Elven cultist!
Itzen loses 7 health to the entropy.
Your summoned void monolith disappears.
Rotting Disease from Elven cultist hits Itzen for 32 blight damage.
Decrepitude Disease from Elven cultist hits Itzen for 45 blight damage.
Itzen casts Reverse Entropy.
Itzen's is no longer wasting away.


















































































