









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 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 | 29 / 100% |
Size | medium |
Lifes / Deaths | Killed by Elorivea the ghast at level 29 on the 6th Allure 123rd year of Ascendancy at 01:43 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 69 (base 56) |
Magic | 75 (base 60) |
Willpower | 22 (base 10) |
Cunning | 22 (base 13) |
Resources
Life | -371/969 |
Mana | 108/328 |
Insanity | 26/100 |
Healing Factor | 1.7727219866911 |
Regeneration | 34.124898243804 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 27 |
Accuracy | 30 |
Crit Chance | 7% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Arcane | +3% |
Cold | +30% |
All | 0% |
Darkness | +12% |
Light | +17% |
Temporal | 0% |
Physical | +12% |
Mind | +21% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +15% |
Darkness | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 43.556836295418 (65.65183292883%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 38 |
Mental Save | 18 |
Defense: Resistances
Nature | + 54%( 70%) |
Acid | + 30%( 70%) |
Darkness | + 30%( 70%) |
Cold | + 63%( 70%) |
Blight | + 30%( 70%) |
Mind | + 32%( 70%) |
Fire | + 34%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Pinning Resistance | 30% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 655 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 42 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. |
Class Talents
Demented / Oblivion | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Rift | 1.30 |
| 4/5 |
| 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 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Twofold Curse |
talent | Grand Oration |
talent | Revelation |
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 grave | active |
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 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by T2andBeyond. Escort: lone alchemist (level 3 of Trollmire) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed naga tongue. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 ice ant stinger. * You've found the needed bloated horror 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 snow giant kidney. * You've found the needed pouch of bone giant dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% fire Mind.save +3 (+2 eff.) Max.HP +44.00 ---------- misc 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 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Res.pen +15% lightning Acc +5 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Die.at -60.00 life ---------- misc Stam/ret +1.00 Equi/ret +0.90 A cap made of leather. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% blight +3% fire +18% cold Heal.mod +5% Silence- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +15% acid Res.pen +5% darkness ----- def ----- Resists +6% acid Spell.save +13 (+5 eff.) Max.HP +57.00 HP.reg +15.00 Heal.mod +15% Stun/Frz- +26% ---------- misc Max.stam +16.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) Melee Ret 10 cold ----- def ----- Resists +3% acid +6% darkness Max.HP +100.00 Heal.mod +20% Blind- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +6% blight +8% fire +8% cold Phys.save +18 (+6 eff.) Die.at -80.00 life Pinning- +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag +2 Cun +5 Con dps ---------- Spell.crit +10% Crit.mult +27.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% cold ----- def ----- Resists +6% cold Phys.save +9 (+3 eff.) Die.at -40.00 life Max.HP +80.00 ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +24.00 Max.N.En +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Wil +2 Mag dps ---------- Melee+ 5 physical Dmg.mod +3% arcane +3% physical ----- def ----- Armour +7 Die.at -20.00 life HP.reg +2.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% light Acc +19 (+10 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +12% mind Max.HP +72.00 ---------- misc Max.stam +23.00 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 T3 amulet jewelry [Random Unique] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 16 light 13 darkness Dmg.mod +14% light +12% darkness Apr +3 On Melee Ret: * 16% chance to reduce damage dealt by 16% * 14% chance to blind ----- def ----- Die.at -40.00 life Max.HP +20.00 HP.reg +2.00 Pinning- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 492% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 94 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. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 37 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 41 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 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+4 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Melee+ 15 physical Ranged+ 7 physical Dmg.mod +12% light Res.pen +10% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 19 On Hit (Ranged): * 13% chance to reduce all saves and defense by 19 ----- def ----- Resists +24% light +27% acid Blind- +29% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Infravis +4 See.Stealth +9 See.Invis +8 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 150.49 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (301). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T1 staff 1H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness Res.pen +5% lightning ----- def ----- Defense +10 (+5 eff.) Max.HP +80.00 Confus- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +35.00% Spell.pwr +16 (+5 eff.) Melee+ 22 fire Dmg.mod +25% blight ----- def ----- Resists +12% blight ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 dagger 1H weapon [Ego++] Master Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+5 eff.) Res.pen +6% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Psionic Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +17 lightning +30 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +32% Res.pen +5% lightning +11% cold Sharp, short and deadly. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Random Unique] Arcane/Master/Psionic Power 163% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 19 Ranged+ +12 blight +8 arcane +21 physical On Hit.r1 +4 blight On Crit.r2 +12 arcane On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 * 25% chance for lightning to strike from the target to a second target dealing 81 damage * 20% chance to knock the target back 3 spaces and deal 104 physical damage On Crit: * Wound the target dealing 43 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% blight Res.pen +10% acid ----- def ----- Armour +9 Fatigue +8% Resists +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +7% temporal +12% light +6% physical Res.pen +6% temporal +6% physical ----- def ----- Resists +18% light +7% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +5% physical +6% temporal +5% all Res.pen +5% temporal +5% physical ----- def ----- Resists +7% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Arcane/Master While equipped: Stats +7 Str ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +9% physical +30% darkness +15% light ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +9 Fatigue +22% Resists +15% fire Mind.save +12 (+7 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +3% nature Max.HP +32.00 Silence- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind ----- def ----- Resists +6% temporal +9% fire Mind.save +6 (+4 eff.) Max.HP +41.00 ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% fire ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% light +11% cold Die.at -20.00 life Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Phys.save +9 (+3 eff.) ---------- misc Psi/ret +0.12 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +15 (+8 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Max.HP +40.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +5 (+4 eff.) ----- def ----- Armour +2 Defense +5 (+3 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+7 eff.) ----- def ----- Armour +5 Mind.save +10 (+6 eff.) Max.HP +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning +6% fire +11% mind +3% darkness ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +6% fire +11% mind A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Res.pen +25% light ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +5% arcane Disease- +10% Cut- +10% Stun/Frz- +10% ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Res.pen +10% physical ----- def ----- Resists +3% acid Die.at -20.00 life Blast the opponent's mind dealing 127 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light Res.pen +15% nature ----- def ----- Resists +6% lightning +6% cold +5% arcane +9% darkness Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% darkness +12% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 16% Sting an enemy dealing 299 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. 100% to reduce fatigue by 38% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown 100% to gain a 14% 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. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By T2andBeyond the Cornac Cultist of Entropy level 11
7th Haze 122nd year of Ascendancy at 22:13 see stats
By T2andBeyond the Cornac Cultist of Entropy level 24
65th Haze 122nd year of Ascendancy at 11:59 see stats
By T2andBeyond the Cornac Cultist of Entropy level 10
56th Dusk 122nd year of Ascendancy at 07:09 see stats
By T2andBeyond the Cornac Cultist of Entropy level 20
39th Haze 122nd year of Ascendancy at 11:56 see stats
By T2andBeyond the Cornac Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 06:55 see stats
By T2andBeyond the Cornac Cultist of Entropy level 10
59th Dusk 122nd year of Ascendancy at 03:50 see stats
By T2andBeyond the Cornac Cultist of Entropy level 28
7th Decay 122nd year of Ascendancy at 23:11 see stats
By T2andBeyond the Cornac Cultist of Entropy level 23
61st Haze 122nd year of Ascendancy at 05:08 see stats
By T2andBeyond the Cornac Cultist of Entropy level 16
27th Haze 122nd year of Ascendancy at 10:27 see stats
Log
Nihil from T2andBeyond hits Isemissra the skeleton archer for (6 absorbed), 0 temporal (0 total damage).
Poison from T2andBeyond hits Elorivea the ghast for 8 nature damage.
Elorivea the ghast hits T2andBeyond for (45 to entropy), 0 physical, (5 absorbed), 0 nature, (12 absorbed), 0 mind, (7 absorbed), 0 acid, (8 absorbed), 0 fire, (7 absorbed), 0 blight (0 total damage).
Elorivea the ghast stops being poisoned.
Elorivea the ghast's purging blight area effect hits T2andBeyond for (14 absorbed), 0 blight (0 total damage).
Elorivea the ghast receives 25 healing from Elorivea the ghast's purging blight area effect.
Elorivea the ghast's purging blight area effect hits Hallucination for 9 blight damage.
Ghoul receives 40 healing from Elorivea the ghast's purging blight area effect.
Ghoul hits Hallucination for 17 physical damage.
Isemissra the skeleton archer shoots!
T2andBeyond casts Rune: Blink.
T2andBeyond is out of phase.
Isemissra the skeleton archer's Shoot performs a ranged critical strike against Hallucination!
Isemissra the skeleton archer's Shoot performs a ranged critical strike against Hallucination!
T2andBeyond loses 10 health to the entropy.
T2andBeyond is not crippled anymore.
Talent Dark Whispers is ready to use.
Haunted from Elorivea the ghast hits T2andBeyond for (26 absorbed), 0 mind, (28 absorbed), 0 darkness (0 total damage).
Isemissra the skeleton archer's Shoot hits Hallucination for 69 physical, 3 fire (72 total damage).
Deep Wound from Isemissra the skeleton archer hits T2andBeyond for (16 absorbed), 0 physical (0 total damage).
Isemissra the skeleton archer's Shoot hits Hallucination for 73 physical damage.
Elorivea the ghast uses Blindside.
Your shield crumbles under the damage!
The shield around T2andBeyond crumbles.
T2andBeyond is no longer being stalked by Elorivea the ghast.
Elorivea the ghast is poisoned!
Elorivea the ghast hits T2andBeyond for (6 absorbed), 138 physical (138 total damage).
Melee retaliation hits Elorivea the ghast for 24 nature, 13 cold, 4 nature (42 total damage).
T2andBeyond the level 29 cornac cultist of entropy was decapitated to death by Elorivea the ghast on level 4 of Ruined halfling complex.