









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 | 28 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Varsha the Writhing at level 28 on the 34th Regrowth 123rd year of Ascendancy at 15:10 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 30 (base 25) |
| Magic | 69 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 45 (base 41) |
Resources
| Life | -226/509 |
| Mana | 227/267 |
| Insanity | 34/100 |
| Healing Factor | 1.5092147729953 |
| Regeneration | 16.525901764299 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 18 |
| Crit Chance | 38% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +6% |
| All | 0% |
| Darkness | +63% |
| Light | +3% |
| Temporal | +18% |
| Physical | +6% |
| Fire | +6% |
| Lightning | +3% |
Offense: Damage Penetration
| Darkness | +37% |
| Temporal | +37% |
| Lightning | +5% |
| Fire | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 59.479315022171 (85.65183292883%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 55 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 54%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 68%( 70%) |
| Temporal | + 37%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 50% |
| Silence Resistance | 23% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 6 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 89 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| 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 545% 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 Dexterity stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Rift | 1.30 |
| 3/5 |
| 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 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Revelation |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Premonition |
| talent | Grand Oration |
| talent | Twofold Curse |
| detrimental effect | The target is on fire, taking 79.14 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | Increases spell critical chance by 8%. At 5 stacks, next Nether spell is empowered. 4 Halo of Ruin |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | Reduces arcane damage received by 19%. Premonition Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
| detrimental effect | The target is wasting away from entropic forces, taking 9.45 damage per turn. Entropic Wasting |
| beneficial effect | The target has 20 increased saves and defense, 15% increased critical chance, and 12% chance to avoid all damage. 10 Jinx |
| beneficial effect | Reduces all incoming all damage by 51. All Psionic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+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 Magic by +5. | done |
You failed to protect the lost sun paladin from death by Velossra the giant blue ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost tinker from death by aether beam. Escort: lost tinker (level 3 of Scintillating Caves) | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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: * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed faerlhing fang. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within6 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 | Nerynn the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +6% arcane Res.pen +12% darkness +12% temporal Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Resists +16% temporal +12% darkness +5% arcane Phys.save +10 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Silence- +23% Confus- +26% Stun/Frz- +28% Def/telep +14 Res/telep +14% Dur/telep +11% A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +6 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 | Eremuldir the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +18% darkness +15% light +5% arcane +3% fire +12% nature +6% cold Disease- +10% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of psionic shield [power 51] (23/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Aerezilakor0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Spell.crit +2% Spell.pwr +30 (+7 eff.) Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Confus- +24% ---------- misc Max.mana +80.00 Rings make your fingers look great! |
| On fingers | Viperonslaught0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Apr +4 Melee Ret 8 nature ----- def ----- Resists +6% acid Max.HP +54.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
| Around waist | Ebonywisp the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% fire On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +7 Defense +8 (+4 eff.) Resists +15% darkness +9% cold Phys.save +18 (+6 eff.) A belt that goes around your waist. |
| In main hand | Flashquell the dragonbone starstaff (136% power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +8.0% Spell.crit +9% Phys.pwr +11 (+6 eff.) Spell.pwr +31 (+7 eff.) Dmg.mod +30% darkness +3% lightning Res.pen +5% lightning Acc +14 (+7 eff.) On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- HP.reg +1.70 Heal.mod +23% ---------- misc Talents +1 Command Staff 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 (+0 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 | Zubykira the Searsnake (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) Dmg.mod +6% blight +6% fire +15% darkness Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +8% lightning +30% darkness +8% fire +10% blight +9% cold +8% light +11% all Phys.save +14 (+5 eff.) Spell.save +42 (+12 eff.) Mind.save +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bloombrawn0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Wil dps ---------- Dmg.mod +3% light Res.pen +5% nature Melee Ret 6 light On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +39% light +21% fire +21% cold +3% nature +26% darkness Blind- +50% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the wizard (res 31%; mental, magical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wanderer's steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Urirolachak0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +30 (+13 eff.) Resists +9% fire +27% darkness +9% nature Blind- +20% Disarm- +20% Confus- +10% Rings make your fingers look great! |
warrior's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +6 Resists +24% darkness Rings make your fingers look great! |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 65% Dex, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 121% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Str, 15% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 227.79 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Olachak (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane 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: dps ---------- Spell.crit +7% Spell.pwr +25 (+6 eff.) Dmg.mod +25% darkness +3% blight Phasing +30% ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.20 Max.mana +58.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Glimmerkin the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.crit +4% Dmg.mod +3% light Res.pen +15% light Melee Ret 4 light ----- def ----- Resists +15% light +10% darkness Anom.red +13 Max.HP +65.00 ---------- misc Max.mana +45.00 Max.stam +42.00 Max.hate +14.00 Max.psi +26.00 Max.vim +25.00 Max.P.En +20.00 Max.N.En +32.00 A belt that goes around your waist. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +4% Spell.pwr +2 (+0 eff.) Dmg.mod +7% acid +10% temporal +14% physical +5% cold +7% arcane +11% fire ----- def ----- Resists +12% acid +12% physical +11% cold +13% fire +11% all ---------- misc Max.mana +25.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere wizard hat 'Cloudrain' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +19% lightning +12% acid Res.pen +15% lightning ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning +7% fire +8% cold Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Arthisandil the Skynull (dig speed 23 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str +1 Dex dps ---------- Phys.pwr +3 (+2 eff.) Mov.spd +10% Dmg.mod +7% nature Melee Ret 2 lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -5% Resists +10% nature Spell.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 184.70 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 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. |
Chalirab [power 242] (23/15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +15.00% Melee Ret 2 mind ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.08 Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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 (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Itzen the Cornac Cultist of Entropy level 11
3rd Dusk 122nd year of Ascendancy at 20:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Itzen the Cornac Cultist of Entropy level 24
22nd Regrowth 123rd year of Ascendancy at 21:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Itzen the Cornac Cultist of Entropy level 10
1st Mirth 122nd year of Ascendancy at 16:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Itzen the Cornac Cultist of Entropy level 20
78th Haze 122nd year of Ascendancy at 04:08 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Itzen the Cornac Cultist of Entropy level 23
11st Regrowth 123rd year of Ascendancy at 22:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Itzen the Cornac Cultist of Entropy level 10
2nd Mirth 122nd year of Ascendancy at 08:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Itzen the Cornac Cultist of Entropy level 10
4th Mirth 122nd year of Ascendancy at 00:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Itzen the Cornac Cultist of Entropy level 23
2nd Regrowth 123rd year of Ascendancy at 23:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Itzen the Cornac Cultist of Entropy level 16
43rd Dusk 122nd year of Ascendancy at 12:19 see stats
Log
Itzen uses steel torque of psionic shield!
Itzen slows down.
Itzen's stormshield is out of charges and dissipates!.
Itzen's storm dissipates.
Faerlhing's arcane area effect hits Itzen for (51 flat reduction), (102 stormshielded), 0 arcane (0 total damage).
Itzen loses 3 health to the entropy.
The protective shield of Itzen disappears.
Burning from Faeros hits Itzen for (32 flat reduction), 0 fire (0 total damage).
Something hits Itzen for (51 flat reduction), 46 fire (46 total damage).
Itzen casts Dust to Dust.
Itzen's spell attains critical power!
Itzen's spell attains critical power!
Varsha the Writhing is wreathed in entropy.
Itzen's spell attains critical power!
Varsha the Writhing uses Nature's Touch.
Itzen casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Itzen's void star absorbs the damage from Faerlhing's arcane area effect, converting it into entropy!
Islerema the greater faeros is wreathed in entropy.
Faerlhing's arcane area effect hits Itzen for (51 flat reduction), (28 to entropy), 41 arcane (41 total damage).
Faerlhing's arcane area effect hits Islerema the greater faeros for 182 arcane damage.
Varsha the Writhing receives 368 healing.
Itzen loses 5 health to the entropy.
Burning from Faeros hits Itzen for (45 flat reduction), 0 fire (0 total damage).
Itzen's Reality Fracture hits Islerema the greater faeros for 24 temporal, 26 darkness (50 total damage).
Itzen casts Netherblast.
Varsha the Writhing roars!
























































































