










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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cultist of Entropy |
Level / Exp | 22 / 92% |
Size | medium |
Lifes / Deaths | Killed by corrupted gigantic gravity worm at level 20 on the 47th Haze 122nd year of Ascendancy at 01:06 / 2Killed by Emelerin the Guard at level 22 on the 70th Haze 122nd year of Ascendancy at 13:55 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 46 (base 44) |
Magic | 65 (base 51) |
Willpower | 16 (base 10) |
Cunning | 13 (base 13) |
Resources
Life | -161/552 |
Insanity | 4/100 |
Healing Factor | 1.3767804250994 |
Regeneration | 0.34419510627485 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 29 |
Accuracy | 20 |
Crit Chance | 8% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +20% |
Temporal | +2% |
Nature | +5% |
Darkness | +30% |
Fire | +27% |
All | +2% |
Offense: Damage Penetration
Fire | +10% |
Lightning | +30% |
Defense: Base
Armour (hardiness) | 26.213075449774 (30%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 24 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 42%( 70%) |
Acid | + 32%( 70%) |
Light | + 37%( 70%) |
Temporal | + 25%( 70%) |
Darkness | + 48%( 70%) |
Arcane | + 27%( 70%) |
Fire | + 58%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 33% |
Bleed Resistance | 50% |
Confusion Resistance | 10% |
Stun Resistance | 58% |
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 66% |
Inscriptions (5/5)
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 400 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: ShieldingUse 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 create a protective shield absorbing at most 444 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Demented / Oblivion | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. | 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 hummerhorn wing. * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed xorn fragment. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) S.pwr/crit +8 Apr +5 ----- def ----- Armour +6 Fatigue -6% Phys.save +8 (+4 eff.) Pinning- +10% Stun/Frz- +10% ---------- misc Max.enc +21 Infravis +1 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% fire Res.pen +20% lightning +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +3% darkness ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% light ----- def ----- Defense +2 (+2 eff.) Resists +18% light +15% fire +5% arcane +6% darkness Phys.save +6 (+3 eff.) Stun/Frz- +20% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Phys.save +6 (+3 eff.) Mind.save +18 (+9 eff.) Blast the opponent's mind dealing 566 mind damage and silencing them for 4 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Resists +9% acid +12% darkness Die.at -80.00 life Teleport- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +25% Pinning- +23% Knockbk- +26% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness +3% fire Res.pen +10% lightning +5% fire ----- def ----- Resists +6% fire ---------- misc 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/Master While equipped: Stats +3 Dex dps ---------- Melee+ 13 darkness Dmg.mod +8% darkness +3% nature Acc +14 (+7 eff.) ----- def ----- Armour +2 Resists +11% darkness Def/telep +5 Res/telep +5% Dur/telep +5% 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 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +6 Wil dps ---------- Dmg.mod +16% fire ----- def ----- Resists +15% all +24% fire ---------- misc Mana/turn +0.15 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +3% temporal +3% acid Max.HP +60.00 Disease- +10% Confus- +10% 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 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% lightning Heal.mod +12% Cut- +50% Stun/Frz- +28% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 420% 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 [Normal] 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 30% faster, and you are invisible (power 9). 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 44% faster, and you are invisible (power 21). 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. |
![]() 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 51 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Wil +2 Con dps ---------- Dmg.mod +3% cold ----- def ----- Phys.save +10 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+5 eff.) ---------- misc Max.psi +20.00 Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% fire +13% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +23% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +11% Disease- +11% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Mind.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil +2 Con dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +12% fire ---------- misc Max.P.En +15.00 Max.N.En +15.00 Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% 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 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Phys.save +5 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 117% 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: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +24% light +18% cold Res.pen +5% light ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: ----- def ----- Resists +13% acid +13% lightning +13% cold +14% fire +5% all Spell.save +10 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Nature Power 125% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +8 lightning While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +15% temporal Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master/Psionic Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 mind On Hit: * 19% chance to reduce all saves and defense by 16 While equipped: Stats +5 Cun +3 Wil Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +16 acid +16 cold +7 nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Resists +15% cold Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Psionic Power 130% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 109% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 nature +8 acid On Hit: * 20% chance to slow global speed by 41% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +9% nature Res.pen +5% acid Acc +10 (+5 eff.) ----- def ----- Resists +3% mind +6% light Sharp, short and deadly. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +21% nature Res.pen +15% fire On Hit (Ranged): * 10% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 16 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +5 Dex +5 Mag +3 Wil +6 Cun +3 Con dps ---------- Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +5% arcane Res.pen +8% all Acc +6 (+3 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 9 lightning Melee Ret 8 lightning ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +2.0% Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +6% arcane +8% temporal ----- def ----- Armour +8 Defense +5 (+5 eff.) Resists +3% light +5% arcane +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 ----- def ----- Resists +7% all Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +2 Cun ----- def ----- Armour +5 Defense +9 (+9 eff.) Fatigue +6% Resists +3% darkness Crit.chn- 10.00% Mind.save +10 (+5 eff.) ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +19% lightning +12% light +11% darkness A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+3 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% acid +5% blight Phys.save +5 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * 10% chance to reduce all saves and defense by 16 ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +3% cold +3% darkness Max.HP +30.00 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] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- 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 T1 feet armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +15% nature ----- def ----- Armour +1 Resists +5% lightning +6% temporal Mind.save +9 (+4 eff.) Cut- +10% Silence- +20% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +2 Str +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +10 (+5 eff.) Mind.save +11 (+5 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.82 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Defense +1 (+1 eff.) Resists +7% lightning +5% temporal +3% light A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
![]() 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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. |
![]() 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 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.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. |
![]() 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 [Rare] Nature While equipped: Stats +2 Dex +1 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% cold ----- def ----- Resists +9% cold Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Crit.chn- 5.00% Phys.save +5 (+3 eff.) Heal.mod +11% ---------- misc Light +6 Infravis +1 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +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. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- misc Light +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. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +7% mind +5% fire ----- def ----- Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Zippityzap the Cornac Cultist of Entropy level 19
31st Haze 122nd year of Ascendancy at 06:53 see stats
By Zippityzap the Cornac Cultist of Entropy level 7
1st Flare 122nd year of Ascendancy at 05:34 see stats
By Zippityzap the Cornac Cultist of Entropy level 21
68th Haze 122nd year of Ascendancy at 07:31 see stats
By Zippityzap the Cornac Cultist of Entropy level 10
10th Flare 122nd year of Ascendancy at 08:44 see stats
By Zippityzap the Cornac Cultist of Entropy level 20
46th Haze 122nd year of Ascendancy at 12:30 see stats
By Zippityzap the Cornac Cultist of Entropy level 19
33rd Haze 122nd year of Ascendancy at 10:09 see stats
By Zippityzap the Cornac Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 18:00 see stats
By Zippityzap the Cornac Cultist of Entropy level 12
7th Dusk 122nd year of Ascendancy at 00:02 see stats
By Zippityzap the Cornac Cultist of Entropy level 18
48th Dusk 122nd year of Ascendancy at 15:43 see stats
By Zippityzap the Cornac Cultist of Entropy level 20
47th Haze 122nd year of Ascendancy at 01:06 see stats
Log
Deadly Poison from Betirath the Guard hits Zippityzap for 46 nature damage.
Zippityzap casts All is Dust.
Zippityzap's spell attains critical power!
Zippityzap's entropic storm hits Thief for 6 darkness, 5 temporal (10 total damage).
Zippityzap's entropic storm hits Rogue for 6 darkness, 5 temporal (11 total damage).
Zippityzap's entropic storm hits Cutpurse for 6 darkness, 5 temporal (11 total damage).
Bandit lord slows down.
Melee retaliation hits Bandit lord for 2 lightning, 2 lightning (4 total damage).
Bandit lord hits Zippityzap for 32 physical, 11 physical (43 total damage).
Cutpurse's aura of power vanishes.
Dark Whispers from Zippityzap hits Cutpurse for 14 darkness damage.
Dark Whispers from Zippityzap hits Bandit for 14 darkness damage.
Nihil from Zippityzap hits Cutpurse for 5 temporal damage.
Nihil from Zippityzap hits Bandit lord for 4 temporal damage.
Dark Whispers from Zippityzap hits Cutpurse for 14 darkness damage.
Dark Whispers from Zippityzap hits Bandit lord for 14 darkness damage.
Nihil from Zippityzap hits Rogue for 5 temporal damage.
Dark Whispers from Zippityzap hits Rogue for 14 darkness damage.
Dark Whispers from Zippityzap hits Thief for 13 darkness damage.
Nihil from Zippityzap hits Thief for 3 temporal damage.
Rogue hits Zippityzap for 20 physical, 13 physical (33 total damage).
Melee retaliation hits Rogue for 2 lightning, 2 lightning (4 total damage).
Emelerin the Guard uses Kneecapper.
Cutpurse performs a melee critical strike against Hallucination!
Cutpurse performs a melee critical strike against Hallucination!
Cutpurse hits Hallucination for 51 physical, 8 lightning, 22 physical, 2 nature (83 total damage).
Cutpurse hits Zippityzap for 0 lightning damage.
Zippityzap resists being knocked down.
Emelerin the Guard's Kneecapper hits Zippityzap for 122 physical damage.
Zippityzap the level 22 cornac cultist of entropy was tortured to death by Emelerin the Guard on level 4 of Old Forest.