Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Cultist of Entropy |
Level / Exp | 24 / 27% |
Size | small |
Lifes / Deaths | Killed by electric eel at level 7 on the 3rd Mirth 122nd year of Ascendancy at 23:26 2 / 4Killed by worm that walks at level 18 on the 41st Haze 122nd year of Ascendancy at 16:09 Killed by ritch flamespitter at level 22 on the 68th Haze 122nd year of Ascendancy at 12:33 Killed by Lisudanne the slaver at level 23 on the 8th Allure 123rd year of Ascendancy at 00:01 |
Primary Stats
Strength | 18 (base 19) |
Dexterity | 41 (base 38) |
Constitution | 16 (base 10) |
Magic | 60 (base 54) |
Willpower | 21 (base 10) |
Cunning | 19 (base 13) |
Resources
Life | 456/456 |
Insanity | 5/100 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 3 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 31 |
Accuracy | 28 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +5% |
Cold | +11% |
All | 0% |
Darkness | +38% |
Light | +27% |
Temporal | +14% |
Mind | +15% |
Nature | +15% |
Offense: Damage Penetration
Temporal | +27% |
Darkness | +37% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 44.849364806351 (65.65183292883%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 29 |
Mental Save | 15 |
Defense: Resistances
Nature | + 43%( 70%) |
Acid | + 26%( 70%) |
Light | + 56%( 70%) |
Temporal | + 43%( 70%) |
Darkness | + 47%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 47%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 26% |
Instadeath Resistance | 100% |
Confusion Resistance | 36% |
Knockback Resistance | 40% |
Stun Resistance | 22% |
Poison Resistance | 20% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 722% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 80 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: 12 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 44 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 Willpower stat. |
Class Talents
Demented / Madness | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Demented / Nether | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You failed to protect the injured seer from death by Zubylaith the poison ivy. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Saledheba the giant yellow ant. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
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. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed electric eel tail. * You've found the needed xorn fragment. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | Velybreba the pair of hardened leather boots (0 def, 6 armour) Velybreba the pair of hardened leather boots (0 def, 6 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Ignore resists +12% darkness +12% temporal defense ------ Armor +6 Resistance +14% darkness +23% temporal Silence Resist +26% Confus Resist +26% Stun Resist +22% Out-of-Phase Defense +19 Out-of-Phase Resistance +10% Out-of-Phase Resilience +15% other ------- Mana/turn +0.16 Max mana +20.00 Infravision +2 A pair of boots made of leather. |
Light source | watchleader's brass lantern =eq= watchleader's brass lantern =eq=2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +10% other ------- Light +7 See Stealth +6 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Betharassra (25 def, 4 armour) =eq= Betharassra (25 def, 4 armour) =eq=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Wil defense ------ Armor +4 Defense +25 (+7 eff.) Fatigue +4% Resistance +6% light Mind save +8 (+6 eff.) Life +20.00 Poison Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | piercing yew totem of healing [power 248] (15 cooldown) piercing yew totem of healing [power 248] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Sunhunt =rCold= Sunhunt =rCold=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% light +11% cold On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Resistance +9% light +34% cold other ------- Light +2 Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around waist | Mighty Girdle =eq= Mighty Girdle =eq=1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | potent yew vilestaff of might (125% power, 4 apr, darkness element) potent yew vilestaff of might (125% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 126% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +11 (+3 eff.) Damage +23% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Anisus' (0 def, 2 armour) =resist= hardened leather gloves 'Anisus' (0 def, 2 armour) =resist=1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +6 Mag +4 Wil +3 Cun offense ------ Spellpower +7 (+2 eff.) On-Hit 7 arcane 8 temporal On-Ranged-Hit 7 temporal Damage +5% arcane +4% temporal When Hit 4 arcane defense ------ Armor +2 Resistance +9% acid +7% temporal +6% darkness +5% arcane +5% light other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 79.68 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical 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 | Tundrawild (22 def, 0 armour) =eq= Tundrawild (22 def, 0 armour) =eq=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +10 (+5 eff.) Damage +5% darkness Ignore resists +10% darkness +25% cold When Hit 6 physical defense ------ Defense +22 (+7 eff.) Resistance +14% darkness Stealth +12 Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mirror Shards =eq= Mirror Shards =eq=0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 270 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
wild infusion of the warrior (res 21%; mental; dur 4; cd 11) wild infusion of the warrior (res 21%; mental; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hanenik the Radianceriver =str mag rLight rTemp= Hanenik the Radianceriver =str mag rLight rTemp=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +3 Mag defense ------ Resistance +12% light +13% temporal Pinning Resist +23% Knockbk Resist +23% other ------- Light +3 See Invisibility +6 Amulets make your neck look great! |
starlit copper amulet of willpower (+3) =rLight rDark wis= starlit copper amulet of willpower (+3) =rLight rDark wis=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
Nerosetira the Ebonyshear =dex cun con= Nerosetira the Ebonyshear =dex cun con=0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +6 Con offense ------ Move Speed +10% Damage +6% darkness Ignore resists +10% darkness +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 18 defense ------ Fatigue -7% Resistance +6% mind +18% cold Life Regen +3.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
Cystsin the copper ring Cystsin the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Wil offense ------ Damage +9% physical Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +11 (+3 eff.) Mind save +6 (+5 eff.) Rings make your fingers look great! |
gladiator's copper ring =str con= gladiator's copper ring =str con=0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+2 eff.) Rings make your fingers look great! |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 60% Mag, 60% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 31.50 arcane and 41.38 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+8 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 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 offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 144.68 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. |
dwarven-steel dagger of evisceration (122% power, 7 apr) dwarven-steel dagger of evisceration (122% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +6 (+3 eff.) Sharp, short and deadly. |
Tundratorrent (22/22, 133% power, 3 apr) Tundratorrent (22/22, 133% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 134% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 22 On-ranged-hit +18 fire +8 cold On-Hit, radius 1 +20 cold On-crit, radius 2 +20 cold +9 fire On Hit: * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
Arcgrind the steel shield (0 def, 4 armour, 39.5 block) =ward= Arcgrind the steel shield (0 def, 4 armour, 39.5 block) =ward=7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Damage +18% lightning Ignore resists +5% lightning Accuracy +9 (+4 eff.) When Hit: * 13% chance to reduce armor by 34% defense ------ Armor +4 Fatigue +8% Resistance +12% acid +6% lightning other ------- Wards +5 lightning +4 temporal +4 darkness +3 fire +4 nature +5 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
Rags of the Sanctuary (0 def, 0 armour) Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brodazilathel (0 def, 0 armour) =rLight= Brodazilathel (0 def, 0 armour) =rLight=2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: Stats +1 Wil offense ------ Mind Crit +4% Critical power +5.00% Damage +17% temporal +14% light +3% mind defense ------ Resistance +7% lightning +17% temporal +8% darkness +7% cold +7% blight +7% fire +28% light +9% all Physical save +13 (+6 eff.) Spell save +22 (+11 eff.) Mind save +12 (+8 eff.) other ------- Max psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of life (0 def, 0 armour) =lucid= dreamer's woollen robe of life (0 def, 0 armour) =lucid=2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +6% blight +10% darkness +12% mind +9% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +22 (+13 eff.) Life +50.00 Life Regen +1.90 Healmod +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of blight (+11%) (0 def, 0 armour) =rBlight= mindwoven woollen robe of blight (+11%) (0 def, 0 armour) =rBlight=2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +11% blight defense ------ Resistance +11% blight +9% all Mind save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+21%) (0 def, 0 armour) =rCold= mindwoven woollen robe of frost (+21%) (0 def, 0 armour) =rCold=2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +14% cold defense ------ Resistance +9% all +21% cold Mind save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velatha the cured leather armour (6 def, 6 armour) =rAcid rLightning= Velatha the cured leather armour (6 def, 6 armour) =rAcid rLightning=9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Cun defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +26% acid +5% cold +19% lightning Mind save +12 (+8 eff.) other ------- EQ when Hit +0.04 Breathe water A suit of armour made of leather. |
Torurab the rough leather belt =str= Torurab the rough leather belt =str=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Str +1 Dex offense ------ Physical Power +3 (+1 eff.) Damage +9% arcane defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
noble's rough leather belt =cun wil= noble's rough leather belt =cun wil=1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
Darktaint the hardened leather belt =save rAcid= Darktaint the hardened leather belt =save rAcid=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +2 Cun offense ------ Damage +9% darkness Ignore resists +25% darkness +10% acid When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +12% acid Physical save +15 (+7 eff.) Spell save +13 (+7 eff.) Mind save +13 (+9 eff.) A belt that goes around your waist. |
hardened leather belt 'Hurusagorn' =dex cun con= hardened leather belt 'Hurusagorn' =dex cun con=1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +6 Con +5 Lck offense ------ Critical power +15.00% Mindpower +7 (+3 eff.) defense ------ Armor +6 Mind save +13 (+9 eff.) Stealth +8 other ------- Disarm Traps +5 Max stamina +20.00 Infravision +3 A belt that goes around your waist. |
linen cloak 'Gloryvea' (1 def, 0 armour) =con rDark= linen cloak 'Gloryvea' (1 def, 0 armour) =con rDark=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Cun +3 Con defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +9% darkness Physical save +3 (+1 eff.) Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbusswift (2 def, 0 armour) =rBlight rNature rMind= Morbusswift (2 def, 0 armour) =rBlight rNature rMind=2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% nature +9% mind Ignore resists +5% nature When Hit 2 light defense ------ Defense +2 (+0 eff.) Resistance +15% blight +16% nature +9% mind Life Regen +5.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bokarevor (0 def, 1 armour) =rLightning= Bokarevor (0 def, 1 armour) =rLightning=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +10 (+5 eff.) Ignore Armor +1 defense ------ Armor +1 Resistance +12% lightning +3% temporal +3% nature Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
Yvythra the Demonwarden (0 def, 3 armour) =cun wil rAcid= Yvythra the Demonwarden (0 def, 3 armour) =cun wil rAcid=2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +15% darkness On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +3 Resistance +3% blight +3% light +12% acid Physical save +8 (+4 eff.) Spell save +21 (+11 eff.) Mind save +6 (+5 eff.) A pair of boots made of leather. |
Mardaharadir (0 def, 2 armour) =rMind rCold= Mardaharadir (0 def, 2 armour) =rMind rCold=1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ On-Hit 7 cold Damage +5% cold defense ------ Armor +2 Resistance +6% mind +7% cold Mind save +12 (+8 eff.) other ------- EQ when Hit +0.16 Max psi +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Kuchak' (1 def, 0 armour) =rFire= linen wizard hat 'Kuchak' (1 def, 0 armour) =rFire=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +1 (+0 eff.) Resistance +3% mind +16% fire Mind save +9 (+7 eff.) Life Regen +4.00 Healmod +10% other ------- See Invisibility +6 A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) =rLightning= mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) =rLightning=2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat of nature (+19%) (2 def, 0 armour) =rNature= starseer's cashmere wizard hat of nature (+19%) (2 def, 0 armour) =rNature=2.0 Encumbrance T3 head armor [Ego+] Arcane/Nature While equipped: offense ------ Damage +7% temporal +5% light +7% physical +13% nature +3% darkness defense ------ Defense +2 (+0 eff.) Resistance +19% nature A pointy cloth hat, very wizardly... |
Xeruletta the rough leather cap (0 def, 1 armour) =str= Xeruletta the rough leather cap (0 def, 1 armour) =str=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Mag defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% other ------- See Invisibility +9 A cap made of leather. |
Foresttouch (2 def, 0 armour) =rCold= Foresttouch (2 def, 0 armour) =rCold=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% cold +9% nature +15% light Ignore resists +5% nature +15% light On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Defense +2 (+0 eff.) Resistance +22% cold A pointy cloth hat, very wizardly... |
insulating hardened leather cap of the depths (0 def, 3 armour) =water= insulating hardened leather cap of the depths (0 def, 3 armour) =water=2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% fire +8% cold other ------- Breathe water A cap made of leather. |
Umbrastreak the iron helm (0 def, 3 armour) =con= Umbrastreak the iron helm (0 def, 3 armour) =con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +3 Con offense ------ Spellpower/crit +10 When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Jetoracle the dwarven-steel helm (0 def, 4 armour) =rBlight= Jetoracle the dwarven-steel helm (0 def, 4 armour) =rBlight=3.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Damage +3% darkness +9% fire When Hit 6 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +4 Fatigue +4% Resistance +11% blight +5% nature +9% darkness +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kindlerigor the dwarven-steel helm (0 def, 4 armour) =resists= Kindlerigor the dwarven-steel helm (0 def, 4 armour) =resists=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag +1 Wil offense ------ Ignore resists +5% light defense ------ Armor +4 Fatigue +4% Resistance +7% lightning +8% temporal +9% nature +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Earugen the brass lantern =rLightning rTemp= Earugen the brass lantern =rLightning rTemp=2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Armor +8 Resistance +15% lightning +6% temporal Crit Resistance 10.00% Healmod +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- 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. |
Summertide Phial =rLight= Summertide Phial =rLight=1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial =cleanse= Wintertide Phial =cleanse=2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Porekira =con= Porekira =con=1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Wil +5 Con offense ------ Physical Crit +3.0% Ignore resists +25% acid defense ------ Defense +20 (+6 eff.) Resistance +8% blight Life Regen +3.00 other ------- EQ when Hit +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) =best dig= Tooth of the Mouth (dig speed 12 turns) =best dig=3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Betheth the Blackkill (dig speed 23 turns) =rBlight= Betheth the Blackkill (dig speed 23 turns) =rBlight=3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str offense ------ Accuracy +5 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn * 20% chance to reduce damage dealt by 15% defense ------ Resistance +12% blight +3% fire +6% light other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Telekinetic Core =wil= Telekinetic Core =wil=2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
focusing steel torque of clear mind [power 2] (25 cooldown) =clearMind= focusing steel torque of clear mind [power 2] (25 cooldown) =clearMind=2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of gale force [power 145] (11 cooldown) quick steel torque of gale force [power 145] (11 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 145 physical damage Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 200] (15 cooldown) =silence= powerful dwarven-steel torque of mindblast [power 200] (15 cooldown) =silence=2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown) elm totem of summon tentacle [power 95] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 206 Base Damage: 108 Armor: 0 All Resist: 1 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 182] (15 cooldown) ash totem of stinging [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 209 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of thorny skin [power 30] (20 cooldown) evasive ash totem of thorny skin [power 30] (20 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
warded yew wand of conjuration [power 225] (15 cooldown) =ward= warded yew wand of conjuration [power 225] (15 cooldown) =ward=2.0 Encumbrance T3 wand charm [Ego+] Arcane While equipped: other ------- Wards +2 blight +3 fire +3 darkness +4 arcane Talents +1 Ward Fire a magical bolt dealing 259 acid damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Curwen the Halfling Cultist of Entropy level 15
24th Haze 122nd year of Ascendancy at 22:09 see stats
By Curwen the Halfling Cultist of Entropy level 23
8th Decay 122nd year of Ascendancy at 21:13 see stats
By Curwen the Halfling Cultist of Entropy level 10
5th Mirth 122nd year of Ascendancy at 01:12 see stats
By Curwen the Halfling Cultist of Entropy level 20
59th Haze 122nd year of Ascendancy at 02:57 see stats
By Curwen the Halfling Cultist of Entropy level 22
68th Haze 122nd year of Ascendancy at 12:32 see stats
By Curwen the Halfling Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 20:05 see stats
By Curwen the Halfling Cultist of Entropy level 10
7th Mirth 122nd year of Ascendancy at 07:32 see stats
By Curwen the Halfling Cultist of Entropy level 23
9th Allure 123rd year of Ascendancy at 03:11 see stats
By Curwen the Halfling Cultist of Entropy level 22
67th Haze 122nd year of Ascendancy at 22:11 see stats
By Curwen the Halfling Cultist of Entropy level 15
25th Haze 122nd year of Ascendancy at 02:29 see stats
Log
Talent Quantum Tunnelling is ready to use.
Curwen's Netherblast hits Thief for 102 temporal, 126 darkness (228 total damage).
Bloodcaller hits Curwen for 3 healing, 3 healing (0 total damage) [6 healing].
Curwen's Netherblast killed Thief!
Resting starts...
Curwen's is no longer wasting away.
Talent Dark Whispers is ready to use.
Talent Essence Reave is ready to use.
Talent Netherblast is ready to use.
Talent Reality Fracture is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Luck of the Little Folk is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.40 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
Curwen picks up (j.): dwarven-steel dagger of evisceration (122% power, 7 apr).
There is a next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
There is nowhere left to explore.