










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 21 / 47% |
Size | medium |
Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 21 on the 23rd Regrowth 123rd year of Ascendancy at 04:56 / 1 |
Primary Stats
Strength | 48 (base 47) |
Dexterity | 15 (base 10) |
Constitution | 13 (base 12) |
Magic | 59 (base 42) |
Willpower | 17 (base 10) |
Cunning | 14 (base 11) |
Resources
Life | 0/631 |
Stamina | 51/207 |
Vim | 4/233 |
Healing Factor | 1.0283363011315 |
Regeneration | 3.7714716920249 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 27.342941493866 |
See Invisible | 27.342941493866 |
Offense: Mainhand
Damage | 80 |
Accuracy | 57 |
Crit Chance | 15% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 17% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +6% |
Physical | +24% |
Cold | +3% |
All | 0% |
Darkness | +3% |
Light | +3% |
Temporal | +6% |
Fire | +5% |
Mind | +12% |
Offense: Damage Penetration
Physical | +28% |
Mind | +5% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 25.335093952971 (47.857809501309%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 18 |
Physical Save | 24 |
Spell Save | 29 |
Mental Save | 23 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 6%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 25%( 70%) |
Light | + 6%( 70%) |
Temporal | + 3%( 70%) |
Mind | + 20%( 70%) |
Darkness | + 12%( 70%) |
Fire | + 21%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 24% |
Silence Resistance | 28% |
Confusion Resistance | 48% |
Stun Resistance | 31% |
Pinning Resistance | 20% |
Poison Resistance | 10% |
Knockback Resistance | 10% |
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 601% 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. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 147.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 81 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
Corruption / Torture | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Corruption / Wrath | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Aeredhewyn the wolf. Escort: lost warrior (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% light defense ------ Armor +8 Fatigue +3% Resistance +9% nature +3% darkness Spell save +6 (+3 eff.) Silence Resist +28% Confus Resist +28% Pinning Resist +10% Stun Resist +31% Knockbk Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ Critical power +10.00% Damage +3% physical Ignore resists +5% physical When Hit 4 physical defense ------ Resistance +6% darkness 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +2% Damage +6% blight On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) other ------- Vim-on-crit +1.00 Max mana +40.00 Max vim +20.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str defense ------ Armor +4 Resistance +3% mind Life +60.00 Pinning Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Damage +12% mind defense ------ Resistance +6% light +6% blight +3% darkness +12% mind +7% nature Mind save +9 (+5 eff.) Poison Resist +10% Disease Resist +10% Confus Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Master While equipped: Stats +3 Cun offense ------ Move Speed +11% Damage +3% cold +6% temporal Ignore resists +10% cold Accuracy +14 (+4 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +21 (+10 eff.) Resistance +3% temporal other ------- Light +4 Infravision +4 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 105% 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! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +8 Mag +7 Wil offense ------ Spell Crit +3% Damage +21% physical Ignore resists +13% physical When Hit 2 physical defense ------ Defense +15 (+8 eff.) Resistance +15% fire +12% cold other ------- Max stamina +20.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 148% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 light Damage Against +10% Undead While equipped: offense ------ Ignore resists +10% physical Accuracy +12 (+3 eff.) Ignore Armor +12 Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +7.0% Spell Crit +7% Mind Crit +10% Critical power +5.00% On-Hit 6 fire Damage +3% darkness +5% fire Ignore resists +5% mind Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +2 Fatigue +3% Resistance +6% mind +7% fire Physical save +7 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 Encumbrance T4 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Damage +9% acid When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Armor +9 Defense +4 (+2 eff.) Fatigue +12% Resistance +12% acid +9% cold +25% lightning Life +49.00 other ------- Breathe water A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Accuracy +25 (+6 eff.) defense ------ Defense +1 (+1 eff.) Mind save +3 (+2 eff.) Life +30.00 other ------- Stamina/turn +2.00 Max stamina +10.00 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 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... |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 26% for 3 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. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 22 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. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 5 light, 3 arcane, 3 nature 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 [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 66.27 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 99 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun offense ------ Mind Crit +2% Ignore resists +20% mind When Hit 6 lightning defense ------ Armor +4 Unlife -40.00 life Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+5 eff.) other ------- Max stamina +10.00 Light +4 Infravision +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Resistance +10% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Stun Resist +20% other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Psionic Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 mind On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 123% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 mind While equipped: offense ------ Physical Crit +8.0% Critical power +10.00% Damage +6% physical Ignore resists +15% mind +9% all Accuracy +9 (+2 eff.) Ignore Armor +10 Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Ignore resists +15% darkness +5% cold defense ------ Physical save +3 (+1 eff.) Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 25.13 to 31.41 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +15% cold A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil offense ------ When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Armor +9 Fatigue +22% Resistance +7% acid +7% physical +12% darkness +7% lightning +12% blight +8% cold +6% nature +24% fire Disarm Resist +25% Stun Resist +24% Knockbk Resist +26% other ------- Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% mind defense ------ Crit Resistance 10.00% Life +30.00 Life Regen +4.00 other ------- Psi when Hit +0.04 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Dex offense ------ Physical Crit +5.0% Mind Crit +5% Damage +15% lightning +15% fire Ignore resists +5% lightning defense ------ Resistance +6% acid +3% fire A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +4 Resistance +5% arcane +3% cold Physical save +6 (+3 eff.) Stealth +7 Life +101.00 Cut Resist +20% other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +3% arcane +9% temporal Ignore resists +10% blight +10% arcane When Hit 2 temporal defense ------ Defense +1 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con offense ------ Damage +6% fire Accuracy +10 (+3 eff.) Ignore Armor +1 When Hit 2 nature defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Defense +1 (+1 eff.) Resistance +12% acid Life +31.00 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 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +6 (+3 eff.) Physical save +6 (+3 eff.) 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 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +7 (+4 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +8 Str +3 Mag +3 Wil offense ------ Physical Power +10 (+3 eff.) Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Defense +2 (+1 eff.) Resistance +9% lightning Spell save +11 (+5 eff.) other ------- Max mana +49.00 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 [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +3% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +1 Resistance +6% acid A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Cun +1 Wil offense ------ Ignore resists +20% darkness defense ------ Armor +1 Resistance +5% lightning +6% temporal other ------- Max psi +10.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +9 Dex offense ------ Critical power +10.00% Ignore resists +10% darkness defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue -6% Physical save +8 (+4 eff.) other ------- Encumbrance +34 Stamina/turn +3.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -3% Resistance +9% fire Physical save +7 (+3 eff.) Life +40.00 Silence Resist +20% Disarm Resist +10% Confus Resist +20% other ------- Encumbrance +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +3% arcane defense ------ Armor +3 Fatigue +2% Resistance +6% nature +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Dex +10 Cun +5 Con offense ------ Move Speed +10% defense ------ Armor +4 Fatigue -3% Life +45.00 other ------- Stamina/turn +0.40 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil 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. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 mind Damage +3% mind defense ------ Armor +1 Fatigue +1% Resistance +5% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +5 Dex +3 Con offense ------ Damage +10% acid When Hit 4 cold defense ------ Defense +1 (+1 eff.) Resistance +15% acid +3% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% fire Ignore Armor +2 defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) other ------- Stamina/turn +2.00 Max stamina +30.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Wil +1 Cun +2 Con offense ------ Damage +9% nature defense ------ Armor +2 Fatigue +1% Crit Resistance 5.00% other ------- Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +5% nature +6% blight A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Spell Crit +4% Mindpower +4 (+2 eff.) Ignore resists +5% blight When Hit 2 lightning defense ------ Armor +1 Fatigue +1% Spell save +15 (+7 eff.) other ------- Max vim +10.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mind Crit +1% Mindpower +3 (+1 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +3 Fatigue +5% other ------- EQ when Hit +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Ignore resists +10% fire Ignore Armor +4 When Hit 2 temporal defense ------ Armor +7 Fatigue +5% Resistance +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 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. |
![]() 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 172 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 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun offense ------ Damage +3% acid Ignore resists +5% acid When Hit 6 arcane Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning damage Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Omsef the Cornac Doombringer level 11
8th Haze 122nd year of Ascendancy at 20:00 see stats
By Omsef the Cornac Doombringer level 6
79th Pyre 122nd year of Ascendancy at 11:12 see stats
By Omsef the Cornac Doombringer level 10
3rd Summertide 122nd year of Ascendancy at 08:28 see stats
By Omsef the Cornac Doombringer level 20
7th Allure 123rd year of Ascendancy at 00:57 see stats
By Omsef the Cornac Doombringer level 19
2nd Wintertide 123rd year of Ascendancy at 20:54 see stats
By Omsef the Cornac Doombringer level 6
7th Mirth 122nd year of Ascendancy at 05:41 see stats
By Omsef the Cornac Doombringer level 10
3rd Flare 122nd year of Ascendancy at 04:18 see stats
By Omsef the Cornac Doombringer level 19
69th Haze 122nd year of Ascendancy at 11:35 see stats
Log
Minotaur of the Labyrinth speeds up.
Fiery Grasp from Omsef hits Minotaur of the Labyrinth for 6 fire damage.
Rotting Disease from Omsef hits Minotaur of the Labyrinth for 6 blight damage.
Burning from Omsef hits Minotaur of the Labyrinth for 9 fire damage.
Decrepitude Disease from Omsef hits Minotaur of the Labyrinth for 6 blight damage.
Minotaur of the Labyrinth uses Sunder Arms.
Omsef is afflicted by a rotting disease!
Melee retaliation hits Minotaur of the Labyrinth for 7 blight, 7 fire, 2 physical, 2 acid (20 total damage).
Minotaur of the Labyrinth hits Omsef for (1 abyssal shield), 112 physical, (1 abyssal shield), 2 mind (115 total damage).
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Omsef performs a melee critical strike against Minotaur of the Labyrinth!
Minotaur of the Labyrinth shrugs off the effect 'Disable'!
Omsef hits Minotaur of the Labyrinth for 96 physical, 5 light, 2 fire, 1 mind, 5 fire, 20 fire (131 total damage).
Talent Rune: Shatter Afflictions is ready to use.
Talent Incinerating Blows is ready to use.
Decrepitude Disease from Minotaur hits Omsef for (1 abyssal shield), 12 blight (13 total damage).
Rotting Disease from Minotaur of the Labyrinth hits Omsef for (1 abyssal shield), 5 blight (6 total damage).
Minotaur of the Labyrinth has finished recovering.
Minotaur of the Labyrinth is less vulnerable.
Decrepitude Disease from Omsef hits Minotaur of the Labyrinth for 6 blight damage.
Rotting Disease from Omsef hits Minotaur of the Labyrinth for 6 blight damage.
Burning from Omsef hits Minotaur of the Labyrinth for 15 fire damage.
Fiery Grasp from Omsef hits Minotaur of the Labyrinth for 6 fire damage.
Minotaur of the Labyrinth uses Sunder Armour.
Minotaur of the Labyrinth misses Omsef.
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Omsef hits Minotaur of the Labyrinth for 62 physical, 5 light, 2 fire, 1 mind, 5 fire (76 total damage).
Decrepitude Disease from Minotaur hits Omsef for (1 abyssal shield), 12 blight (13 total damage).
Rotting Disease from Minotaur of the Labyrinth hits Omsef for (1 abyssal shield), 6 blight (6 total damage).
Omsef the level 21 cornac doombringer was debilitated by noxious blight before falling to death by Minotaur of the Labyrinth and hung on a wall-spike on level 2 of The Maze.