











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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.
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Everyone Options 1.4.5Starts characters off with category points instead of categories known. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Cultist of Entropy |
Level / Exp | 30 / 50% |
Size | medium |
Lifes / Deaths | Killed by giant venus flytrap at level 6 on the 3rd Mirth 122nd year of Ascendancy at 21:41 5 / 2Killed by Kra'Tor the Gluttonous at level 30 on the 26th Pyre 123rd year of Ascendancy at 20:50 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 65 (base 59) |
Magic | 90 (base 60) |
Willpower | 40 (base 10) |
Cunning | 18 (base 13) |
Resources
Life | -112/598 |
Mana | 0/364 |
Insanity | 32/100 |
Vim | 0/186 |
Healing Factor | 1.9441355335885 |
Regeneration | 43.257015622344 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -4.9626969200744E-12% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 6 |
See Stealth | 28.894014938291 |
See Invisible | 39.894014938291 |
Offense: Mainhand
Damage | 41 |
Accuracy | 13 |
Crit Chance | 31% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 30 |
Crit Chance | 33% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +15% |
Mind | +3% |
All | 0% |
Darkness | +60% |
Light | +37% |
Temporal | +33% |
Physical | +4% |
Cold | +15% |
Nature | +5% |
Offense: Damage Penetration
Darkness | +35% |
Light | +25% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 36.352443522102 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 40 |
Mental Save | 30 |
Defense: Resistances
Fire | + 23%( 70%) |
Darkness | + 60%( 70%) |
Nature | + 11%( 70%) |
Temporal | + 2%( 70%) |
Blight | -8%( 70%) |
Arcane | -5%( 70%) |
Cold | + 27%( 70%) |
All | -11%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Confusion Resistance | 20% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Silence Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 29 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 327 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 24 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 105 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Entropy | 1.50 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Demented / Timethief | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Void | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Demented / Nether | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Discord |
talent | Premonition |
talent | Grand Oration |
detrimental effect | The target is wasting away from entropic forces, taking 11.25 damage per turn. Entropic Wasting |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Increases spell critical chance by 8%. At 5 stacks, next Nether spell is empowered. 4 Halo of Ruin |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is hexed. Each time it uses an ability it takes 58.96 fire damage, and talent cooldowns are increased by 62% plus 1 turn. Burning Hex |
beneficial effect | Reduces fire damage received by 18%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 192. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 pouch of luminous horror dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +4 (+2 eff.) Damage +3% light, +9% darkness Ignore resists +25% darkness Ignore Armor +9 When Hit 4 light defense ------ Armor +3 Resistance +9% cold other ------- Light +3 A pair of boots made of leather. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light, +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 88, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 127). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 270.40 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 Encumbrance T1 head armor [Random Unique] Arcane While equipped: Stats Wil +4, Mag +4 offense ------ Spellpower +4 (+1 eff.) Damage +3% temporal, +4% light +21% darkness, +15% arcane +4% physical When Hit: * 20% chance to reduce damage dealt by 22% * 23% chance to reduce strength, dexterity, and constitution by 28 defense ------ Defense +1 (+0 eff.) Resistance +22% darkness, +5% arcane A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 11 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% light, +10% arcane defense ------ Resistance +12% temporal Life +50.00 Life Regen +11.00 Healmod +15% other ------- Vim-on-crit +2.00 Max mana +40.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Con +6, Wil +4 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.27 cold and 13.81 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 24/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats Mag +2 defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Dex +2, Wil +4 offense ------ Physical Crit +9.0% Spell Crit +19% Critical power +32.00% Physical Power +10 (+5 eff.) Spellpower +26 (+7 eff.) Mindpower +5 (+2 eff.) On-Hit 24 fire Damage +3% mind, +30% temporal Accuracy +6 (+6 eff.) other ------- Max psi +10.00 Infravision +1 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats Wil +6, Mag +7 offense ------ Spell Crit +5% Damage +15% light defense ------ Resistance +12% fire Crit Resistance 10.00% Unlife -80.00 life Life Regen +4.00 Healmod +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 82 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 27 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +3% blight Physical save +8 (+4 eff.) Silence Resist +20% Confus Resist +20% Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +15% darkness defense ------ Resistance +22% darkness, +9% all Spell save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 24 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease 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 nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 24 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 778% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 26 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 412.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 23 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 34 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% darkness defense ------ Armor +6 Resistance +9% blight, +12% light, +6% mind Healmod +15% Disease Resist +20% other ------- Masteries +0.22 Corruption/Vile life Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats Mag +4 offense ------ Accuracy +10 (+8 eff.) Ignore Armor +9 defense ------ Defense +10 (+5 eff.) Spell save +8 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 18 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 21 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+5 eff.) Accuracy +20 (+13 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats Con +3 offense ------ Damage +30% lightning, +8% nature +3% acid Ignore resists +10% acid defense ------ Resistance +45% lightning, +9% all Mind save +6 (+3 eff.) Poison Resist +23% Disease Resist +25% other ------- Psi when Hit +0.04 Hate-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% mind, +10% darkness +13% all Physical save +10 (+5 eff.) Spell save +16 (+5 eff.) Mind save +27 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats Str +5, Dex +3, Con +4 defense ------ Armor +18 Defense +10 (+5 eff.) Fatigue +16% Resistance +20% acid, +20% blight, +20% fire +20% nature, +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 34 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 26.42 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 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. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Master/Psionic While equipped: Stats Cun +4, Wil +3 offense ------ Mind Crit +5% defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats Cun +3, Wil +3 defense ------ Armor +1 Physical save +7 (+4 eff.) Spell save +5 (+1 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +6 (+2 eff.) Damage +13% darkness, +5% physical defense ------ Defense +2 (+1 eff.) Resistance +7% darkness, +7% physical other ------- EQ when Hit +0.70 Psi when Hit +1.10 Hate when Hit +0.90 Max hate +9.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats Cun +8, Wil +4 offense ------ Spellpower +8 (+2 eff.) Mindpower +8 (+3 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% physical, +10% temporal Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 15 out of 15/15. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Defense +15 (+7 eff.) Resistance +3% lightning Life Regen +4.00 Silence Resist +10% 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. |
![]() 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.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats Str +4 defense ------ Fatigue -6% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 6 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 160.48 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% darkness Ignore resists +25% darkness defense ------ Resistance +3% darkness Blast the opponent's mind dealing 211 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +5% temporal defense ------ Resistance +6% acid, +9% fire, +1% physical +6% temporal Mind save +15 (+7 eff.) Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Joanne the Shalore Cultist of Entropy level 23
4th Pyre 123rd year of Ascendancy at 10:54 see stats
By Joanne the Shalore Cultist of Entropy level 23
39th Regrowth 123rd year of Ascendancy at 17:28 see stats
By Joanne the Shalore Cultist of Entropy level 27
22nd Pyre 123rd year of Ascendancy at 22:58 see stats
By Joanne the Shalore Cultist of Entropy level 23
44th Regrowth 123rd year of Ascendancy at 12:04 see stats
By Joanne the Shalore Cultist of Entropy level 20
55th Haze 122nd year of Ascendancy at 07:39 see stats
By Joanne the Shalore Cultist of Entropy level 17
17th Haze 122nd year of Ascendancy at 01:18 see stats
By Joanne the Shalore Cultist of Entropy level 23
5th Regrowth 123rd year of Ascendancy at 19:42 see stats
By Joanne the Shalore Cultist of Entropy level 10
4th Flare 122nd year of Ascendancy at 07:06 see stats
By Joanne the Shalore Cultist of Entropy level 20
49th Haze 122nd year of Ascendancy at 15:03 see stats
By Joanne the Shalore Cultist of Entropy level 30
26th Pyre 123rd year of Ascendancy at 09:22 see stats
By Joanne the Shalore Cultist of Entropy level 20
50th Haze 122nd year of Ascendancy at 01:13 see stats
By Joanne the Shalore Cultist of Entropy level 22
5th Regrowth 123rd year of Ascendancy at 12:45 see stats
By Joanne the Shalore Cultist of Entropy level 23
4th Pyre 123rd year of Ascendancy at 10:54 see stats
By Joanne the Shalore Cultist of Entropy level 23
4th Pyre 123rd year of Ascendancy at 10:54 see stats
By Joanne the Shalore Cultist of Entropy level 23
21st Regrowth 123rd year of Ascendancy at 09:33 see stats
By Joanne the Shalore Cultist of Entropy level 23
40th Regrowth 123rd year of Ascendancy at 07:06 see stats
By Joanne the Shalore Cultist of Entropy level 26
19th Pyre 123rd year of Ascendancy at 17:18 see stats
By Joanne the Shalore Cultist of Entropy level 17
11st Haze 122nd year of Ascendancy at 04:31 see stats
By Joanne the Shalore Cultist of Entropy level 29
26th Pyre 123rd year of Ascendancy at 09:22 see stats
Log
Orc necromancer calms down.
Orc cryomancer casts Freeze.
Orc cryomancer is encased in ice!
Your shield crumbles under the damage!
The shield around Joanne crumbles.
Orc cryomancer resists!
Orc cryomancer hits Joanne for (156 absorbed), 6 cold (6 total damage).
Dark Whispers from Joanne hits Orc warrior for 21 darkness damage.
Dark Whispers from Joanne hits Orc grand summoner for 17 darkness damage.
Orc fighter uses Infusion: Heroism.
Orc high pyromancer uses Orcish Fury.
Orc high pyromancer enters a state of bloodlust.
Kra'Tor the Gluttonous slows down.
Joanne become impervious to physical effects.
Joanne slows down.
Kra'Tor the Gluttonous attunes to the damage.
Kra'Tor the Gluttonous hits Joanne for 182 physical, 56 acid, 51 nature (288 total damage).
Melee retaliation hits Kra'Tor the Gluttonous for 5 light damage.
Joanne loses 4 health to the entropy.
Dark Whispers from Joanne hits Ghoul for 19 darkness damage.
Nihil from Joanne hits Ghoul for 8 temporal damage.
Orc warrior calms down.
Dark Whispers from Joanne hits Orc warrior for 22 darkness damage.
Dark Whispers from Joanne hits Orc grand summoner for 18 darkness damage.
Orc warrior uses Pride of the Orcs.
Orc warrior speeds up.
Orc warrior's whispers fade.
Orc warrior receives 176 healing from Pride of the Orcs.
Kra'Tor the Gluttonous uses Mana Clash.