








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 Adventure |
Sex | Male |
Race | Skeleton |
Class | Cultist of Entropy |
Level / Exp | 21 / 84% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 13 on the 4th Dusk 122nd year of Ascendancy at 02:29 0 / 5Killed by thought-forged warrior at level 13 on the 5th Dusk 122nd year of Ascendancy at 03:12 Killed by Biisol the halfling at level 18 on the 27th Dusk 122nd year of Ascendancy at 13:07 Killed by Velarama the thief at level 18 on the 43rd Dusk 122nd year of Ascendancy at 23:08 Killed by Ce'Namira the giant black ant at level 20 on the 49th Dusk 122nd year of Ascendancy at 03:04 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 27 (base 10) |
Constitution | 14 (base 10) |
Magic | 55 (base 50) |
Willpower | 12 (base 10) |
Cunning | 47 (base 42) |
Resources
Life | 449/456 |
Insanity | 99/100 |
Healing Factor | 1.1472895330003 |
Regeneration | 19.257469167374 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +3.27629806462% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 26 |
Accuracy | 24 |
Crit Chance | 20% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 30% |
Speed | 0.96827637971134 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +15% |
Arcane | +43% |
Cold | +17% |
All | +11% |
Darkness | +45% |
Light | +23% |
Temporal | +16% |
Physical | +17% |
Fire | +35% |
Nature | +20% |
Offense: Damage Penetration
Darkness | +23% |
Light | +5% |
Temporal | +8% |
Arcane | +5% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 34.936086829205 (45%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 1 |
Physical Save | 45 |
Spell Save | 33 |
Mental Save | 27 |
Defense: Resistances
Cold | + 21%( 70%) |
Acid | + 23%( 70%) |
Darkness | + 29%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 14%( 70%) |
Physical | + 32%( 70%) |
Fire | + 33%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 244 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (96% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Jinxed Touch |
talent | Revelation |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Twofold Curse |
talent | Chant of Fortress |
talent | Atrophy |
detrimental effect | The target is wasting away from entropic forces, taking 8.83 damage per turn. Entropic Wasting |
beneficial effect | Increases spellcast speed by 3%. 4 Temporal Feast |
beneficial effect | The target has 9 increased saves and defense, and 6% increased critical chance. 3 Jinx |
beneficial effect | 2 stacks, +6% to all damage dealt. Chaos Orbs |
beneficial effect | The target is regaining 15 life per turn and refreshing talents at twice the normal rate. Invigorate |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)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 talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 orc heart. * '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.' * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +20 (+9 eff.) Resists +3% darkness +1% physical Crit.chn- 15.00% Poison- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Dmg.mod +14% darkness Res.pen +15% darkness +5% arcane ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness ---------- misc Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +5 Dex +5 Cun dps ---------- Dmg.mod +15% fire Acc +7 (+4 eff.) ----- def ----- Armour +8 Resists +9% temporal +6% fire HP.reg +1.00 Stun/Frz- +25% Can be unequipped or rerolled. 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. Uses 1 power out of 1/1 "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? |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +3% acid Phys.save +6 (+2 eff.) Spell.save +3 (+2 eff.) Confus- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Dmg.mod +9% nature +15% darkness ----- def ----- Max.HP +32.00 ---------- misc Light +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) S.pwr/crit +3 Dmg.mod +20% arcane ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Dex +1 Con dps ---------- Spell.crit +3% Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Fatigue +1% Resists +6% blight ---------- misc Mana/turn +0.12 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +9% acid +6% physical +6% cold +9% fire +12% arcane +5% all Res.pen +15% cold ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +13% acid +12% physical +11% cold +12% fire +9% all Phys.save +15 (+5 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +3% cold Phys.save +6 (+2 eff.) Max.HP +34.00 ---------- 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. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% light ----- def ----- Resists +9% fire +6% physical Spell.save +6 (+3 eff.) ---------- misc Stam/turn +0.30 Light +3 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 181.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (96% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 17%, your defense is increased by 17 and all your resistances by 17%. 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 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Wil +2 Mag dps ---------- Crit.mult +10.00% Dmg.mod +15% mind +3% fire Res.pen +10% mind ----- def ----- Resists +3% fire Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% darkness +5% all Res.pen +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +3% acid +6% fire +12% light +3% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% cold +15% temporal ----- def ----- Resists +6% darkness +6% temporal Silence- +21% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +6% darkness Res.pen +10% darkness ----- def ----- Resists +1% physical +22% nature +3% temporal Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Nature Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +10 Wil +2 Cun +9 Con dps ---------- Mind.pwr +20 (+10 eff.) Res.pen +15% mind ----- def ----- Resists +3% acid +6% fire +6% temporal Max.HP +31.00 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Wil 20 Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Psionic Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 mind On Hit: * 24% chance to reduce all saves and defense by 16 While equipped: Stats +5 Cun +5 Wil Massive two-handed swords. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str +2 Mag +3 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 117.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +9% fire Res.pen +5% cold ----- def ----- Crit.chn- 10.00% ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% lightning +3% fire ----- def ----- HP.reg +0.60 Heal.mod +11% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +1 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +6% lightning +3% mind +5% arcane +6% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.11 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+0 eff.) Resists +2% physical Max.HP +30.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +6% temporal +9% arcane +8% all ----- def ----- Armour +3 Defense +18 (+8 eff.) Resists +3% acid +9% all Phys.save +16 (+6 eff.) Knockbk- +10% ---------- misc Max.mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 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 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. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +8% blight +11% all Max.HP +56.00 HP.reg +1.80 Heal.mod +13% Poison- +24% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 arcane ----- def ----- Armour +1 Resists +6% lightning +6% temporal Mind.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Psi/ret +0.04 Max.psi +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 darkness Dmg.mod +4% darkness Acc +11 (+6 eff.) ----- def ----- Armour +1 Resists +6% darkness Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +6% mind ----- def ----- Defense +16 (+8 eff.) Resists +16% nature +9% cold Crit.chn- 5.00% Die.at -80.00 life 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +3 Str +1 Wil +2 Cun +1 Con ----- def ----- Resists +9% temporal ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 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. |
![]() 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. |
![]() 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 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 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +6% physical Res.pen +10% lightning ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 177 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 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. |
Achievements
By Zig'Zogur the Skeleton Cultist of Entropy level 20
49th Dusk 122nd year of Ascendancy at 11:48 see stats
By Zig'Zogur the Skeleton Cultist of Entropy level 10
3rd Summertide 122nd year of Ascendancy at 21:35 see stats
By Zig'Zogur the Skeleton Cultist of Entropy level 20
46th Dusk 122nd year of Ascendancy at 11:53 see stats
By Zig'Zogur the Skeleton Cultist of Entropy level 10
1st Flare 122nd year of Ascendancy at 11:07 see stats
By Zig'Zogur the Skeleton Cultist of Entropy level 9
9th Mirth 122nd year of Ascendancy at 01:50 see stats
By Zig'Zogur the Skeleton Cultist of Entropy level 9
10th Mirth 122nd year of Ascendancy at 14:35 see stats
By Zig'Zogur the Skeleton Cultist of Entropy level 21
50th Dusk 122nd year of Ascendancy at 10:07 see stats
By Zig'Zogur the Skeleton Cultist of Entropy level 14
7th Dusk 122nd year of Ascendancy at 16:29 see stats
Log
Resting starts...
Today is the 50th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 23:11.
Zig'Zogur's is no longer wasting away.
Rested for 1 turns (stop reason: all resources and life at maximum).
Zig'Zogur is no longer invigorated.
Talent Rift Cutter is ready to use.
Ran for 3 turns (stop reason: hostile spotted to the east (large brown snake)).
Zig'Zogur casts Netherblast.
Zig'Zogur is wasting away!
Large brown snake is wreathed in entropy.
Large brown snake is wasting away.
Zig'Zogur's Netherblast hits Large brown snake for 93 temporal, 54 darkness (148 total damage).
Zig'Zogur loses 2 health to the entropy.
Zig'Zogur casts Rift Cutter.
Large brown snake has been cut from the timeline!
Zig'Zogur is invigorated.
Zig'Zogur hits Large brown snake for 114 darkness damage.
Zig'Zogur killed Large brown snake!
Zig'Zogur loses 7 health to the entropy.