











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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: 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 | Thalore |
Class | Cultist of Entropy |
Level / Exp | 35 / 85% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 20 (base 15) |
Constitution | 61 (base 60) |
Magic | 78 (base 60) |
Willpower | 18 (base 10) |
Cunning | 29 (base 22) |
Resources
Life | 945/962 |
Insanity | 99/100 |
Healing Factor | 1.4749470706755 |
Regeneration | 7.3009879998438 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | +20.162587125079% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 10 |
See Stealth | 12 |
See Invisible | 29 |
Offense: Mainhand
Damage | 40 |
Accuracy | 21 |
Crit Chance | 27% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 21 |
Crit Chance | 43% |
APR | 20 |
Speed | 0.90 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 45% |
Speed | 0.83220578378451 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +67% |
Light | +34% |
Temporal | +71% |
All | +15% |
Nature | +29% |
Offense: Damage Penetration
Darkness | +35% |
Light | +40% |
Blight | +40% |
Physical | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 38.093061267623 (59.574340358689%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 54 |
Mental Save | 48 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 55%( 70%) |
All | + 32%( 70%) |
Physical | + 39%( 70%) |
Lightning | + 47%( 70%) |
Light | + 48%( 70%) |
Temporal | + 56%( 70%) |
Mind | + 49%( 70%) |
Darkness | + 67%( 70%) |
Fire | + 53%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 89% |
Confusion Resistance | 59% |
Teleport Resistance | 20% |
Silence Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 79% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 641% 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 490 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Void Stars |
talent | Chant of Fortress |
talent | Atrophy |
detrimental effect | The target is wasting away from entropic forces, taking 10.32 damage per turn. Entropic Wasting |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is surrounded by a magical shield, absorbing 490/490 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
beneficial effect | Increases spell critical chance by 8%. At 5 stacks, next Nether spell is empowered. 4 Halo of Ruin |
beneficial effect | Increases defense by 10. Mobile Defense |
beneficial effect | The target has 15 increased saves and defense, and 10% increased critical chance. 5 Jinx |
beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
beneficial effect | Increases spellcast speed by 20%. 10 Temporal Feast |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by dragonsfire trap. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You have explored the Heart of the Gloom and slain the Withering Thing. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of explosive force. 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.' * You've found the needed sandworm tooth. * '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.' You have aided Agrimley the hermit in creating an elixir of focus. 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 bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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] Arcane/Master While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Phys.pwr +10 (+5 eff.) Spell.pwr +7 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +3 Defense +2 (+1 eff.) Silence- +28% Confus- +29% Stun/Frz- +38% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +7% light +30% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% darkness +9% temporal Affinity +5% light ---------- misc Light +7 Infravis +2 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 187.93 light damage. At talent level 3 you gain 27% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +14% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +2 (+1 eff.) Resists +21% nature +12% acid Die.at -60.00 life Max.HP +100.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Cun +2 Dex dps ---------- Spell.crit +8% Melee+ 14 temporal Ranged+ 10 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Resists +10% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Light +3 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% light +27% darkness Res.pen +15% light +10% darkness ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +16% temporal Res.pen +15% blight ----- def ----- Resists +20% acid +16% temporal +22% fire +22% lightning +21% cold Mind.save +6 (+2 eff.) Blind- +28% ---------- misc Hate/m.crit +2.00 Infravis +5 See.Stealth +12 See.Invis +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% darkness +3% nature +12% mind HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +15% light +12% darkness +5% arcane Phys.save +12 (+4 eff.) Spell.save +23 (+7 eff.) Mind.save +18 (+6 eff.) Max.HP +60.00 Blind- +51% Teleport- +20% ---------- misc Infravis +3 Sight +2 See.Invis +8 Amulets make your neck look great! |
In main hand | ![]() 5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +12% Phys.pwr +9 (+4 eff.) Spell.pwr +19 (+6 eff.) Dmg.mod +25% darkness Acc +8 (+4 eff.) ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 295, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% light +13% cold +9% fire +15% nature +9% darkness Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +13% blight +13% darkness +13% mind +13% all Phys.save +14 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +20 (+6 eff.) Max.HP +76.00 HP.reg +2.70 Heal.mod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 661% 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 Strength 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 144.44 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 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (83% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (83% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. 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] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% blight +6% temporal +5% arcane 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 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% blight ----- def ----- Defense +6 (+2 eff.) Resists +11% blight Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+4 eff.) Res.pen +25% mind ----- def ----- Resists +18% acid +20% fire +21% lightning +27% cold Silence- +31% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
![]() 5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +9 (+4 eff.) Spell.pwr +19 (+6 eff.) Dmg.mod +25% darkness Acc +11 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Nature/Disrupt Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +12% Unnatural While equipped: Stats +7 Str +7 Dex +7 Mag +8 Wil +6 Cun +5 Con Massive two-handed battleaxes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Mag dps ---------- Phys.crit +9.0% Crit.mult +10.00% Acc +30 (+15 eff.) Melee Ret 10 blight 4 arcane One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Nature/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +8 arcane On Crit.r2 +44 fire On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 While equipped: Stats +5 Con dps ---------- Phys.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +9% arcane +6% nature Res.pen +9% physical +15% fire ----- def ----- Resists +6% nature Disarm- +12% One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Crit.mult +11.00% Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego++] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +10% physical Res.pen +7% temporal +6% physical ---------- misc Reload +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +15.5% Capacity 20 Ranged+ +20 cold On Hit.r1 +20 cold +20 mind +20 fire On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 17 Ranged+ +10 light Against +19% Undead On Hit: * Create an explosion dealing 104 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +12 (+4 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +7 Cun +4 Dex ----- def ----- Armour +15 Defense +26 (+7 eff.) Fatigue +8% Mind.save +21 (+7 eff.) A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +9 Dex +4 Cun +6 Lck dps ---------- Mind.crit +1% Crit.mult +5.00% Res.pen +10% mind ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Res.pen +5% mind Melee Ret 6 acid ----- def ----- Resists +3% mind HP.reg +0.80 Heal.mod +10% Cut- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Dex +3 Con dps ---------- Crit.mult +5.00% Spell.pwr +30 (+9 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +9% darkness +9% blight Phasing +30% Acc +10 (+5 eff.) ----- def ----- Phys.save +10 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +5 Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+3 eff.) A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +11% Crit.mult +8.00% Melee+ 4 acid 5 fire 6 cold 4 lightning ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +8 Dex +3 Cun +5 Con dps ---------- Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Armour +3 Fatigue +3% Resists +18% acid +15% cold +16% darkness ---------- misc Infravis +5 Breathe water A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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. |
![]() 3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +52.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 128% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 524.40 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Wil dps ---------- Spell.crit +2% S.pwr/crit +6 Dmg.mod +6% arcane Res.pen +15% arcane Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Esry the Thalore Cultist of Entropy level 35
74th Haze 122nd year of Ascendancy at 06:06 see stats
By Esry the Thalore Cultist of Entropy level 34
67th Haze 122nd year of Ascendancy at 13:13 see stats
By Esry the Thalore Cultist of Entropy level 34
70th Haze 122nd year of Ascendancy at 02:03 see stats
By Esry the Thalore Cultist of Entropy level 26
16th Haze 122nd year of Ascendancy at 06:45 see stats
By Esry the Thalore Cultist of Entropy level 22
79th Dusk 122nd year of Ascendancy at 05:22 see stats
By Esry the Thalore Cultist of Entropy level 33
66th Haze 122nd year of Ascendancy at 12:14 see stats
By Esry the Thalore Cultist of Entropy level 23
3rd Haze 122nd year of Ascendancy at 15:45 see stats
By Esry the Thalore Cultist of Entropy level 35
79th Haze 122nd year of Ascendancy at 06:59 see stats
By Esry the Thalore Cultist of Entropy level 10
7th Mirth 122nd year of Ascendancy at 23:26 see stats
By Esry the Thalore Cultist of Entropy level 20
41st Dusk 122nd year of Ascendancy at 17:45 see stats
By Esry the Thalore Cultist of Entropy level 30
33rd Haze 122nd year of Ascendancy at 20:08 see stats
By Esry the Thalore Cultist of Entropy level 31
50th Haze 122nd year of Ascendancy at 17:13 see stats
By Esry the Thalore Cultist of Entropy level 34
66th Haze 122nd year of Ascendancy at 22:09 see stats
By Esry the Thalore Cultist of Entropy level 10
8th Mirth 122nd year of Ascendancy at 15:39 see stats
By Esry the Thalore Cultist of Entropy level 10
10th Mirth 122nd year of Ascendancy at 05:22 see stats
By Esry the Thalore Cultist of Entropy level 26
7th Haze 122nd year of Ascendancy at 15:41 see stats
By Esry the Thalore Cultist of Entropy level 19
41st Dusk 122nd year of Ascendancy at 03:49 see stats
By Esry the Thalore Cultist of Entropy level 33
66th Haze 122nd year of Ascendancy at 20:21 see stats
Log
Dark Whispers from Esry hits Skeleton archer for (46 absorbed), 0 darkness (0 total damage).
Esry's Reality Fracture hits Shadow for 16 temporal, 7 darkness (22 total damage).
Esry casts Rune: Reflection Shield.
A shield forms around Esry.
Esry casts Netherblast.
Esry's spell attains critical power!
Shadow is wreathed in entropy.
Esry's spell attains critical power!
Shadow is wasting away.
Esry's spell attains critical power!
Esry's Netherblast hits Shadow for 161 temporal, 97 darkness (257 total damage).
Skeleton archer uses his ash longbow!
Skeleton archer starts regenerating health quickly.
Esry's nether breach hits Shadow for 26 darkness damage.
Dark Whispers is still on cooldown for 2 turns.
Dark Whispers is still on cooldown for 2 turns.
Esry casts Rift Cutter.
The shield around skeleton archer crumbles.
Skeleton archer is wreathed in entropy.
Esry's spell attains critical power!
Esry hits Shadow for 36 darkness damage.
Esry hits Skeleton archer for (36 absorbed), 41 darkness (41 total damage).
Esry loses 8 health to the entropy.
Esry killed Shadow!
Nihil from Esry hits Skeleton archer for 18 temporal damage.
Dark Whispers from Esry hits Skeleton archer for 34 darkness damage.
Skeleton archer shoots!