










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 23 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 23 on the 9th Decay 122nd year of Ascendancy at 11:17 / 2Killed by Salevena the fox at level 23 on the 9th Decay 122nd year of Ascendancy at 11:46 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 64 (base 51) |
| Willpower | 26 (base 10) |
| Cunning | 54 (base 44) |
Resources
| Life | -253/515 |
| Insanity | 80/100 |
| Healing Factor | 1.2683363011315 |
| Regeneration | 11.351609895127 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 34 |
| Crit Chance | 17% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +3% |
| Temporal | +8% |
| Arcane | +6% |
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 28.484752921281 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 8 |
| Spell Save | 33 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 8%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. 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 magical and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 232.80 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 Cunning stat. |
| 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 645% 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. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Chronophage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Obsidiandredge the pair of iron boots (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +7 Fatigue +2% Resistance +3% lightning Unlife -60.00 life Disarm Resist +20% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Quenchtorrent the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore Armor +2 When Hit 4 cold defense ------ Armor +2 Resistance +1% physical +9% cold Life +41.00 other ------- Light +3 See Invisibility +3 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 | Frozenwyrd the iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +5% acid When Hit 2 acid defense ------ Armor +5 Fatigue +5% Resistance +6% lightning +7% temporal +6% cold +3% mind +9% acid Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of gale force [power 100] (15/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +13 Wil +3 Con offense ------ Spellpower +11 (+4 eff.) Damage +6% physical Accuracy +30 (+11 eff.) defense ------ Spell save +15 (+7 eff.) Mind save +14 (+6 eff.) Stun Resist +30% other ------- Max stamina +35.00 Rings make your fingers look great! |
| On fingers | sneakthief's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Life +45.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
| Around waist | Mardegund1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +23 (+7 eff.) Spellpower/crit +2 defense ------ Mind save +6 (+3 eff.) other ------- Mana-on-crit +1.00 A belt that goes around your waist. |
| In main hand | ethereal yew starstaff of breaching (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% 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 +3% Spellpower +13 (+4 eff.) Damage +20% darkness Ignore resists +10% darkness Ignore Shields +16% defense ------ Defense +12 (+6 eff.) Shield Power +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | radiant rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+4 eff.) On-Hit 6 light Damage +3% light defense ------ Armor +1 Resistance +6% light 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. |
| Main armor | timebroken linen robe of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Arcane/Nature While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +6% arcane +8% temporal defense ------ Resistance +6% blight +7% all Life +40.00 Life Regen +1.70 Healmod +12% other ------- Max mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Eleneredor' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex defense ------ Defense +2 (+1 eff.) Resistance +5% arcane +6% temporal Crit Resistance 10.00% Life +131.00 other ------- See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 496%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% 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 Willpower 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 |
regeneration infusion of the sneak (heal 284; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Cunning 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 |
wild infusion of the psychic (res 21%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 Willpower 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 |
shatter afflictions rune (absorb 45; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 45 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 104; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel ring 'Durerak'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Defense +10 (+5 eff.) Unlife -80.00 life Life +128.00 Disarm Resist +28% Pinning Resist +26% Stun Resist +20% Knockbk Resist +29% Rings make your fingers look great! |
titan's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+6 eff.) Life +20.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
titan's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con defense ------ Physical save +8 (+8 eff.) Mind save +7 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
Blazewaker (134% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Disrupt Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Damage Against +13% Unnatural On-crit, radius 2 +12 fire While equipped: Stats +6 Str +3 Mag +9 Wil other ------- Light +3 Massive two-handed mauls. |
Mayewe (129% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Nature/Master Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag +10 Wil +9 Con offense ------ Physical Crit +9.0% Spellpower +15 (+5 eff.) Damage +3% arcane Accuracy +10 (+5 eff.) When Hit 2 temporal defense ------ Defense +10 (+5 eff.) Life +23.00 Disarm Resist +32% Massive two-handed swords. |
Sewermaim the steel mace (110% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +18% nature defense ------ Resistance +3% temporal +9% fire Spell save +6 (+3 eff.) Life Regen +4.00 other ------- Max psi +20.00 Blunt and deadly. |
dwarven-steel steamsaw of evisceration (127% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Weapon Damage 127% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 On Critical: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +7.0% Physical Power +5 (+3 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warded steel steamsaw (65% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 104% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +21 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Wards +5 lightning +4 temporal +3 darkness +4 fire +4 nature +3 blight +5 cold +4 arcane +3 light Talents +1 Ward +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel waraxe (100% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Normal] Weapon Damage 100% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
Emelotta the Hellswing1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% fire Ignore resists +5% arcane When Hit 2 arcane defense ------ Resistance +5% arcane +6% fire Life +36.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
Xilrassra the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mind Crit +3% Physical Power +2 (+2 eff.) Damage +3% arcane defense ------ Spell save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil defense ------ Mind save +10 (+5 eff.) Life +45.00 other ------- Mana/turn +0.13 Max mana +22.00 A belt that goes around your waist. |
Cinderorder (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +12% physical Ignore Armor +3 defense ------ Defense +1 (+1 eff.) Resistance +3% fire Physical save +6 (+6 eff.) Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glirin (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Defense +1 (+1 eff.) Resistance +6% blight +12% mind Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voryvea (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +14% cold defense ------ Resistance +21% acid +21% cold +3% temporal +9% all Life +40.00 Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of lightning (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +9% nature +12% lightning defense ------ Resistance +18% lightning +9% all Poison Resist +23% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layarathra (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Str offense ------ Damage +3% blight When Hit 6 acid defense ------ Armor +1 Fatigue -4% Resistance +3% acid Physical save +6 (+6 eff.) other ------- Encumbrance +21 Infravision +3 A pair of boots made of leather. |
Xerywe the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Mag +5 Cun +3 Con offense ------ Spellpower +5 (+2 eff.) Damage +7% acid +6% physical +7% blight defense ------ Armor +4 Fatigue +3% Resistance +3% blight Disease Resist +32% other ------- Stamina/turn +0.60 Hate-on-crit +2.00 Max stamina +18.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of iron boots of disengagement (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Crit +4.0% Physical Power +3 (+2 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Memarath (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +6 Wil +3 Cun +4 Con offense ------ Mind Crit +4% Mindpower +15 (+8 eff.) Damage +12% mind defense ------ Armor +2 Fatigue +3% Disarm Resist +35% other ------- Masteries +0.20 Technique/Grappling 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. |
dwarven-steel gauntlets of regeneration (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Nature While equipped: defense ------ Armor +2 Fatigue +3% Life Regen +1.50 other ------- Stamina/turn +0.50 Psi/turn +0.18 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. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+12 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
hardened leather cap 'Cleansequarry' (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +3 Cun +7 Con offense ------ Physical Power +15 (+8 eff.) defense ------ Armor +7 Fatigue +3% Resistance +9% nature A cap made of leather. |
linen wizard hat 'Eledhevena' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% acid +11% physical defense ------ Defense +1 (+1 eff.) Resistance +3% cold +12% physical Crit Resistance 5.00% Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
enlightening iron mail armour of command (8 def, 7 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +7 Defense +8 (+4 eff.) Fatigue +12% Mind save +23 (+9 eff.) A suit of armour made of mail. |
Eilinann the Sunsweeper (13 def, 8 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +9% light On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Armor +8 Defense +13 (+7 eff.) Fatigue +7% Resistance +12% lightning +6% light Mind save +16 (+7 eff.) other ------- Light +2 A suit of armour made of leather. |
steel shield 'Splendourspitter' (0 def, 6 armour, 78 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 4 arcane defense ------ Armor +6 Fatigue +8% Life +120.00 Blind Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
395 alchemist agate0.0 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 aquamarine0.0 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. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 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. |
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. |
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. |
evasive ash wand of lightning storm [power 176] (15/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 15 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 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. |
2 ametrine0.0 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. |
4 citrine0.0 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. |
2 zircon0.0 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By null and void the Cornac Cultist of Entropy level 19
54th Haze 122nd year of Ascendancy at 09:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By null and void the Cornac Cultist of Entropy level 10
6th Mirth 122nd year of Ascendancy at 21:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By null and void the Cornac Cultist of Entropy level 20
62nd Haze 122nd year of Ascendancy at 13:56 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By null and void the Cornac Cultist of Entropy level 19
33rd Haze 122nd year of Ascendancy at 11:18 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By null and void the Cornac Cultist of Entropy level 19
32nd Haze 122nd year of Ascendancy at 13:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By null and void the Cornac Cultist of Entropy level 11
7th Mirth 122nd year of Ascendancy at 18:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By null and void the Cornac Cultist of Entropy level 14
24th Dusk 122nd year of Ascendancy at 08:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By null and void the Cornac Cultist of Entropy level 18
57th Dusk 122nd year of Ascendancy at 08:30 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By null and void the Cornac Cultist of Entropy level 23
9th Decay 122nd year of Ascendancy at 11:17 see stats
Log
Null and void activates Chaos Orbs.
Talent Spatial Distortion is ready to use.
Null and void activates Jinxed Touch.
Null and void activates Power Overwhelming.
Null and void activates Void Stars.
Salevena the fox uses Mindhook.
Null and void is dazed!
Talent Infusion: Movement is ready to use.
Null and void casts Rune: Acid Wave.
null and void hits Salevena the fox for (23 to psi shield), 34 acid (34 total damage).
Null and void uses his iron torque of gale force!
null and void's void star absorbs the damage from Salevena the fox's Beyond the Flesh, converting it into entropy!
Null and void is wasting away!
Salevena the fox is wreathed in entropy.
Null and void is not dazed anymore.
Salevena the fox uses Quick as Thought.
Salevena the fox speeds up.
Salevena the fox's Beyond the Flesh hits null and void for (20 to entropy), 52 physical, 7 nature, 21 physical (79 total damage).
Melee retaliation hits Salevena the fox for (0 to psi shield), 1 acid, 3 cold (4 total damage).
null and void hits Salevena the fox for (13 to psi shield), 20 physical (20 total damage).
Salevena the fox uses Thermal Leech.
Null and void resists the freezing!
Salevena the fox hits null and void for 38 cold damage.
Salevena the fox uses Telekinetic Smash.
Salevena the fox performs a melee critical strike against null and void!
Salevena the fox hits null and void for 94 physical, 21 physical, 183 physical, 7 nature, 21 physical (325 total damage).
Melee retaliation hits Salevena the fox for (1 to psi shield), 1 acid, 4 cold, (1 to psi shield), 1 acid, 3 cold (9 total damage).
null and void the level 23 cornac cultist of entropy was sliced to death by Salevena the fox on level 2 of Daikara.




































































































