










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 1.5.0Official 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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Cultist of Entropy |
Level / Exp | 19 / 69% |
Size | big |
Lifes / Deaths | Killed by Emelalewe the half formed drem at level 13 on the 72nd Dusk 122nd year of Ascendancy at 05:33 0 / 6Killed by Polaletta the brecklorn at level 14 on the 72nd Dusk 122nd year of Ascendancy at 13:52 Killed by Polaletta the brecklorn at level 14 on the 72nd Dusk 122nd year of Ascendancy at 16:30 Killed by Entrophist at level 14 on the 75th Dusk 122nd year of Ascendancy at 20:08 Killed by Tiluok the halfling at level 19 on the 3rd Decay 122nd year of Ascendancy at 14:42 Killed by Voritira the Guardian at level 19 on the 6th Decay 122nd year of Ascendancy at 17:47 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 38 (base 36) |
Magic | 58 (base 47) |
Willpower | 8 (base 10) |
Cunning | 26 (base 13) |
Resources
Life | 391/531 |
Insanity | 50/100 |
Healing Factor | 1.2019230769231 |
Regeneration | 0.30048076923078 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
Offense: Mainhand
Damage | 26 |
Accuracy | 7 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Temporal | +10% |
Nature | +21% |
Arcane | +9% |
Darkness | +40% |
All | 0% |
Offense: Damage Penetration
Arcane | +6% |
Darkness | +15% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 27.484752921281 (30%) |
Defense | 16 |
Ranged Defense | 19 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 35 |
Mental Save | 11 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 24%( 70%) |
Physical | + 24%( 70%) |
Darkness | + 29%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Nether | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Void Stars |
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 33. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' 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 multi-hued wyrm scale. * You've found the needed orc heart. * You've found the needed pouch of faeros ash. 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 length of troll intestine. * '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 green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. | 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 | ![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Ego] Arcane Power 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 19 On Hit.r1 +17 fire Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 0.0 T3 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 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. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% nature +6% acid Melee Ret 8 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% acid Max.HP +28.00 Disarm- +28% Pinning- +26% Knockbk- +22% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil +1 Cun +2 Con dps ---------- On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Mind.save +6 (+6 eff.) ---------- misc Infravis +3 Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 26.0 - 31.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+7 eff.) Dmg.mod +26% darkness ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 darkness Dmg.mod +4% arcane +4% darkness ----- def ----- Armour +1 Resists +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+4 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 59.53 physical damage, inflicting bleeding for another 29.77 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +5 (+1 eff.) Dmg.mod +5% arcane Res.pen +6% arcane ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +79.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 45 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Con +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +5% darkness +5% temporal +4% light +5% physical Amulets can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature Power 29.5 - 44.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 nature +7 temporal Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Master Power 23.5 - 35.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 114.82 physical damage to all targets in line, and inflicting bleeding for another 57.41 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 darkness While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +14.00% Spell.pwr +15 (+5 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire Res.pen +10% fire Melee Ret 12 darkness ----- def ----- Resists +3% darkness HP.reg +0.90 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Disrupt Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 8% * leeches stamina from the target While equipped: dps ---------- Melee Ret 10 nature slow One-handed war axes. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +8% blight D.Red.from +24% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Cosmetic Item] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +11% arcane +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Res.pen +5% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid +21% fire Res.pen +25% acid +10% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+2 eff.) Resists +21% acid +12% fire A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Res.pen +10% acid Melee Ret 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +4% Resists +15% acid +3% fire Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +9.00% Dmg.mod +9% physical Acc +4 (+4 eff.) Melee Ret 8 acid ----- def ----- Armour +6 Fatigue +3% Die.at -20.00 life ---------- misc Infravis +3 A cap made of leather. |
![]() 7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 5 acid Melee Ret 10 acid ----- def ----- Armour +2 Defense +8 (+6 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +17% cold ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +5% nature +9% lightning Res.pen +10% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +21% lightning +12% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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
By Entrophist the Ogre Cultist of Entropy level 18
11st Haze 122nd year of Ascendancy at 17:53 see stats
By Entrophist the Ogre Cultist of Entropy level 14
76th Dusk 122nd year of Ascendancy at 05:28 see stats
By Entrophist the Ogre Cultist of Entropy level 10
11st Dusk 122nd year of Ascendancy at 19:02 see stats
By Entrophist the Ogre Cultist of Entropy level 16
8th Haze 122nd year of Ascendancy at 09:31 see stats
By Entrophist the Ogre Cultist of Entropy level 18
11st Haze 122nd year of Ascendancy at 15:26 see stats
By Entrophist the Ogre Cultist of Entropy level 10
6th Flare 122nd year of Ascendancy at 02:21 see stats
By Entrophist the Ogre Cultist of Entropy level 19
24th Haze 122nd year of Ascendancy at 02:34 see stats
By Entrophist the Ogre Cultist of Entropy level 16
9th Haze 122nd year of Ascendancy at 16:43 see stats
By Entrophist the Ogre Cultist of Entropy level 7
5th Mirth 122nd year of Ascendancy at 11:53 see stats
By Entrophist the Ogre Cultist of Entropy level 18
11st Haze 122nd year of Ascendancy at 17:53 see stats
By Entrophist the Ogre Cultist of Entropy level 7
8th Mirth 122nd year of Ascendancy at 04:31 see stats
By Entrophist the Ogre Cultist of Entropy level 16
6th Haze 122nd year of Ascendancy at 11:34 see stats
Log
Entrophist loses 8 health to the entropy.
Ran for 2 turns (stop reason: detrimental status effect).
Entrophist receives 20 healing.
Entrophist loses 8 health to the entropy.
Ran for 2 turns (stop reason: detrimental status effect).
Entrophist receives 20 healing.
Entrophist loses 8 health to the entropy.
Entrophist has finished recovering.
Entrophist loses 8 health to the entropy.
Entrophist loses 8 health to the entropy.
Talent Infusion: Healing is ready to use.
Entrophist loses 8 health to the entropy.
Entrophist loses 8 health to the entropy.
Entrophist loses 8 health to the entropy.
Talent Vitality is ready to use.
Resting starts...
Entrophist's is no longer wasting away.
Talent Entropic Gift is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 67 turns.
Entrophist deactivates Jinxed Touch.
Entrophist deactivates Power Overwhelming.
Entrophist deactivates Void Stars.
Entrophist deactivates Chaos Orbs.