









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | 19 / 68% |
Size | medium |
Lifes / Deaths | Killed by Xanyrevea the elven guard at level 16 on the 1st Haze 122nd year of Ascendancy at 12:14 / 2Killed by Elutira the deformed treant at level 19 on the 13rd Haze 122nd year of Ascendancy at 17:59 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 40 (base 36) |
Magic | 54 (base 47) |
Willpower | 10 (base 10) |
Cunning | 15 (base 13) |
Resources
Life | -12/429 |
Insanity | 9/100 |
Healing Factor | 1.2222297605397 |
Regeneration | 1.5277872006747 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
Offense: Mainhand
Damage | 22 |
Accuracy | 9 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Darkness | +21% |
Cold | +14% |
Blight | +6% |
Mind | +11% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +10% |
Cold | +8% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 14.752717759957 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 34 |
Mental Save | 8 |
Defense: Resistances
Blight | + 18%( 70%) |
Arcane | + 26%( 70%) |
Mind | + 22%( 70%) |
All | + 13%( 70%) |
Lightning | + 21%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 15%( 70%) |
Cold | + 34%( 70%) |
Fire | + 34%( 70%) |
Darkness | + 21%( 70%) |
Defense: Immunities
Pinning Resistance | 30% |
Disarm Resistance | 21% |
Confusion Resistance | 10% |
Silence Resistance | 30% |
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 336 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 83 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 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 temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 skeleton mage skull. * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 length of troll intestine. * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +1 Resistance +5% arcane +1% physical Physical save +3 (+2 eff.) Spell save +12 (+6 eff.) Silence Resist +20% Confus Resist +10% Pinning Resist +10% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% lightning +3% darkness defense ------ Resistance +3% lightning +3% cold +5% arcane +3% fire Spell save +9 (+5 eff.) other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Con offense ------ Damage +12% fire defense ------ Defense +1 (+0 eff.) Resistance +18% fire other ------- Infravision +3 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Physical Crit +1.0% Damage +11% mind Accuracy +5 (+5 eff.) defense ------ Defense +10 (+3 eff.) Resistance +11% mind other ------- Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Cun offense ------ Damage +3% fire defense ------ Defense +4 (+1 eff.) Resistance +3% temporal Life +22.00 Life Regen +1.00 Disarm Resist +21% Pinning Resist +20% Stun Resist +23% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Defense +8 (+2 eff.) Resistance +6% lightning +1% physical +6% blight +3% fire +5% arcane Stealth +7 Silence Resist +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+4 eff.) Damage +18% darkness Ignore resists +5% temporal Ignore Shields +13% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +13 (+4 eff.) Resistance +9% darkness Shield Power +7% Anomaly Control +10 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Spellpower/crit +10 On-Hit 6 cold Damage +6% blight +4% cold Ignore resists +10% lightning defense ------ Armor +1 Resistance +6% cold Spell save +6 (+3 eff.) other ------- Mana/turn +0.08 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 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- 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 level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% darkness When Hit 4 darkness 10 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 8% defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: offense ------ Damage +3% nature +9% fire On-Hit (Melee): * 10% chance to slow global speed by 33% defense ------ Resistance +12% blight +6% fire +11% nature Poison Resist +21% Disease Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% blight +3% cold Ignore resists +15% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +6 (+2 eff.) Spellpower/crit +4 Damage +15% blight defense ------ Armor +4 Hardiness +3% Physical save +7 (+4 eff.) other ------- Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Wil defense ------ Resistance +6% lightning +10% temporal +6% acid Spell save +3 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: defense ------ Resistance +3% cold +5% light +21% darkness Life +60.00 Healmod +5% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Critical power +10.00% Damage +3% blight Ignore resists +15% blight Ignore Shields +10% defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% Mind save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Critical power +10.00% Damage +12% mind When Hit 4 light defense ------ Armor +1 Stealth +6 other ------- Max hate +8.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Armor +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 acid Damage +3% acid Accuracy +11 (+10 eff.) defense ------ Armor +1 Resistance +5% acid 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Str +5 Mag +1 Cun other ------- Light +6 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% acid +6% mind Ignore resists +15% mind +5% acid When Hit 2 mind other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 118 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By SlowandSafe? the Cornac Cultist of Entropy level 11
45th Dusk 122nd year of Ascendancy at 11:49 see stats
By SlowandSafe? the Cornac Cultist of Entropy level 10
35th Dusk 122nd year of Ascendancy at 11:07 see stats
By SlowandSafe? the Cornac Cultist of Entropy level 6
21st Dusk 122nd year of Ascendancy at 21:17 see stats
By SlowandSafe? the Cornac Cultist of Entropy level 6
7th Mirth 122nd year of Ascendancy at 01:07 see stats
By SlowandSafe? the Cornac Cultist of Entropy level 16
1st Haze 122nd year of Ascendancy at 07:57 see stats
By SlowandSafe? the Cornac Cultist of Entropy level 16
1st Haze 122nd year of Ascendancy at 12:14 see stats
Log
Prophecy of Ruin from SlowandSafe? hits SlowandSafe? for 7 healing, 5 healing, 8 healing (0 total damage) [20 healing].
Elutira the deformed treant uses Oozebeam.
Elutira the deformed treant hits SlowandSafe? for (82 absorbed), 0 nature (0 total damage).
Shadow hits SlowandSafe? for (13 absorbed), 0 physical (0 total damage).
Melee retaliation hits Shadow for 10 acid, 1 darkness, 12 cold (23 total damage).
Dark Whispers from SlowandSafe? hits Shadow for 9 darkness damage.
Bloated ooze is wreathed in entropy.
SlowandSafe? loses 11 health to the entropy.
Elutira the deformed treant shares damage with his oozes!
Dark Whispers from SlowandSafe? hits Elutira the deformed treant for 20 darkness damage.
Poison from Elutira the deformed treant hits SlowandSafe? for (89 absorbed), 0 nature (0 total damage).
SlowandSafe? receives 7 healing from Prophecy of Ruin from SlowandSafe?.
Elutira the deformed treant uses Willful Strike.
SlowandSafe? was smashed!
Elutira the deformed treant hits SlowandSafe? for (98 absorbed), 0 physical, (14 absorbed), 0 physical (0 total damage).
SlowandSafe? casts Accelerate.
SlowandSafe? is moving at extreme speed!
Dark Whispers from SlowandSafe? hits Shadow for 9 darkness damage.
SlowandSafe? loses 10 health to the entropy.
Your shield crumbles under the damage!
The shield around SlowandSafe? crumbles.
Talent Dark Whispers is ready to use.
Talent Netherblast is ready to use.
Talent Prophecy of Madness is ready to use.
Elutira the deformed treant shares damage with his oozes!
Dark Whispers from SlowandSafe? hits Elutira the deformed treant for 15 darkness damage.
Poison from Elutira the deformed treant hits SlowandSafe? for (40 absorbed), 46 nature (46 total damage).
SlowandSafe? receives 7 healing from Prophecy of Ruin from SlowandSafe?.
SlowandSafe? the level 19 cornac cultist of entropy was naturalised to death by Elutira the deformed treant on level 2 of Heart of the Gloom.