










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother 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:
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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 | Infinite |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 18 / 60% |
Size | medium |
Lifes / Deaths | Killed by elven corruptor at level 8 on the 3rd Mirth 122nd year of Ascendancy at 21:55 0 / 6Killed by elven corruptor at level 8 on the 4th Mirth 122nd year of Ascendancy at 00:16 Killed by orc corruptor at level 13 on the 10th Mirth 122nd year of Ascendancy at 19:22 Killed by onilug at level 16 on the 2nd Flare 122nd year of Ascendancy at 19:37 Killed by Velilaith the cutpurse at level 17 on the 4th Flare 122nd year of Ascendancy at 10:32 Killed by Cyroriara the cold drake hatchling at level 18 on the 5th Flare 122nd year of Ascendancy at 16:03 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 17 (base 12) |
Constitution | 12 (base 12) |
Magic | 47 (base 46) |
Willpower | 16 (base 12) |
Cunning | 41 (base 35) |
Resources
Mana | 67/232 |
Negative | 36/101 |
Vim | 207/225 |
Life | -269/230 |
Positive | 78/101 |
Psi | 106/106 |
Soul | 12/14 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 25 |
Accuracy | 22 |
Crit Chance | 14% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 33% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Blight | +15% |
Arcane | +9% |
Cold | +5% |
All | 0% |
Darkness | +73% |
Physical | +6% |
Lightning | +10% |
Mind | +6% |
Fire | +5% |
Nature | +9% |
Offense: Damage Penetration
Acid | +15% |
Lightning | +5% |
Darkness | +15% |
Cold | +35% |
Blight | +15% |
Arcane | +30% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 1 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 23 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 53%( 70%) |
All | + 26%( 70%) |
Lightning | + 47%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 33%( 70%) |
Fire | + 37%( 70%) |
Mind | + 28%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Confusion Resistance | 20% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (57 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 83 damage for 4 turns. |
Class Talents
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | Improves/gives invisibility (power 13), reducing damage dealt by 40%. Invisibility |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 212 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (212)Turns left: 125 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 12): Near SightedYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 13): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorFoes left: 0 | active |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 16): MultiplicityTurns left: 0 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorFoes left: 40 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorFoes left: 0 | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances penetration: +10% arcane / +15% acid Physical save: +12 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% A cap made of leather. |
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Mag Lowers spell cool-downs by: 10% Infravision radius: +1 A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +15% darkness / +15% blight Changes damage: +12% blight / +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% cold Mental save: +8 (+4 eff.) Silence immunity: +10% Confusion immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +8 Defense: +7 (+7 eff.) Damage when hit (Melee): 2 mind Changes stats: +6 Cun / +5 Dex Changes resistances: +20% lightning Changes damage: +10% lightning / +9% nature / +6% mind Mental crit. chance: +1% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% temporal Pinning immunity: +23% Knockback immunity: +21% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +25% cold Changes damage: +40% darkness / +9% arcane Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes damage: +12% acid / +3% blight Physical save: +6 (+3 eff.) Equilibrium when hit: +0.08 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +9% lightning / +23% cold / +3% mind Changes resistances penetration: +5% lightning / +10% cold / +5% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +10% physical / +11% fire / +11% cold / +7% all Changes damage: +5% acid / +6% physical / +5% fire / +5% cold Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() movement infusion of the duelist (speed 451%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() hateful dwarven-steel battleaxe of massacre (44-65 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +12% Living Massive two-handed battleaxes. |
![]() hateful steel dagger (10-14 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +5% Living Sharp, short and deadly. |
![]() steel dagger of erosion (10-14 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 nature Sharp, short and deadly. |
![]() thought-forged steel greatsword of persecution (24-39 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 17 Damage (Melee): +12 mind Damage against: +17% Unnatural When wielded/worn: Changes stats: +3 Cun / +5 Wil Massive two-handed swords. |
![]() Zubora (13-18 power, 9 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage Shield penetration (this weapon only): +11% Damage (Melee): +7 temporal When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +10% arcane Spell save: +9 (+4 eff.) Life regen: +4.00 One-handed war axes. |
![]() shimmering cashmere robe of corrosion (+25%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +25% acid / +11% all Changes damage: +10% arcane / +17% acid Maximum mana: +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of rough leather boots 'Isolaith' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +5% cold Reduces incoming crit damage: 15.00% Silence immunity: +20% Stun/Freeze immunity: +10% Maximum life: +40.00 A pair of boots made of leather. |
![]() rough leather hat (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A hat made of leather. Very stylish. |
![]() rough leather hat of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A hat made of leather. Very stylish. |
![]() Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
![]() cured leather armour of stability (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +6% physical Physical save: +13 (+6 eff.) A suit of armour made of leather. |
![]() quiver of ash arrows of accuracy (15/15, 20-28 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Bothad the Boltfear Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% lightning Changes damage: +18% lightning / +9% mind Physical save: +5 (+2 eff.) Light radius: +3 Healing mod.: +12% 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
By Magos the Cornac Adventurer level 18
5th Flare 122nd year of Ascendancy at 08:37 see stats
By Magos the Cornac Adventurer level 13
1st Summertide 122nd year of Ascendancy at 01:58 see stats
By Magos the Cornac Adventurer level 10
5th Mirth 122nd year of Ascendancy at 17:45 see stats
By Magos the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 20:54 see stats
By Magos the Cornac Adventurer level 13
10th Mirth 122nd year of Ascendancy at 00:17 see stats
By Magos the Cornac Adventurer level 16
2nd Flare 122nd year of Ascendancy at 13:27 see stats
Log
Cyroriara the cold drake hatchling uses Multiply.
Magos's spell attains critical power!
Magos unleashes a blast of frostdusk as he crosses the veil!
Cyroriara the cold drake hatchling loses sight!
Magos's spell attains critical power!
Magos's spell attains critical power!
Magos's spell attains critical power!
Epidemic from Cyroriara the cold drake hatchling hits Magos for 38 blight damage.
Decrepitude Disease from Cyroriara the cold drake hatchling hits Magos for 19 blight damage.
Overkill hits Cyroriara the cold drake hatchling for 44 blight damage.
Thunderstorm hits Cyroriara the cold drake hatchling for 79 lightning damage.
Thunderstorm hits Cyroriara the cold drake hatchling for 79 lightning damage.
Raze hits Cyroriara the cold drake hatchling for 27 darkness, 49 darkness, 15 darkness (91 total damage).
Raze hits Cyroriara the cold drake hatchling for 27 darkness, 49 darkness, 27 darkness (103 total damage).
Hymn of Detection hits Cyroriara the cold drake hatchling for 83 darkness damage.
Spikes of Decrepitude hits Cyroriara the cold drake hatchling for 17 cold, 61 darkness (78 total damage).
Spikes of Decrepitude hits Cyroriara the cold drake hatchling for 17 cold, 61 darkness (78 total damage).
Spikes of Decrepitude killed Cyroriara the cold drake hatchling!
Spikes of Decrepitude killed Cyroriara the cold drake hatchling!
Epidemic from Cyroriara the cold drake hatchling hits Magos for 50 blight damage.
Decrepitude Disease from Cyroriara the cold drake hatchling hits Magos for 25 blight damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Epidemic from Cyroriara the cold drake hatchling hits Magos for 39 blight damage.
Magos the level 18 cornac adventurer was diseased to death by Cyroriara the cold drake hatchling on level 16 of Infinite Dungeon.
The furious lightning storm around Magos calms down and disappears.
Magos vanishes from sight.