
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Corruptor |
Level / Exp | 31 / 87% |
Size | medium |
Lifes / Deaths | Killed by Betawyn the sick fox at level 15 on the 19th Haze 122nd year of Ascendancy at 18:47 2 / 4Killed by Islunne the bandit at level 21 on the 2nd Decay 122nd year of Ascendancy at 15:46 Killed by elven blood mage at level 26 on the 4th Regrowth 123rd year of Ascendancy at 18:40 Killed by armoured skeleton warrior at level 31 on the 51st Pyre 123rd year of Ascendancy at 06:17 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 52 (base 47) |
Magic | 90 (base 60) |
Willpower | 31 (base 13) |
Cunning | 35 (base 25) |
Resources
Life | 886/886 |
Mana | 539/539 |
Vim | 308/308 |
Healing Factor | 1.7193292187649 |
Regeneration | 47.711385820726 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 28.508560162218 |
See Invisible | 28.508560162218 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 35 |
Accuracy | 7 |
Crit Chance | 14% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 18% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Blight | +58% |
Temporal | +13% |
Light | +23% |
All | +8% |
Offense: Damage Penetration
Lightning | +30% |
Blight | +35% |
Arcane | +55% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 16 (51.69962066283%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 49 |
Mental Save | 26 |
Defense: Resistances
Blight | + 27%( 70%) |
Cold | + 26%( 70%) |
All | + 21%( 70%) |
Darkness | + 31%( 70%) |
Light | + 35%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 29%( 70%) |
Fire | + 35%( 70%) |
Lightning | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 52% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 268.92 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 590% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Dark Ritual |
talent | Bone Shield |
beneficial effect | Increases defense by 10. Mobile Defense |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell) | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by giant grey rat. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the lost warrior from death by ravaging entropic rip. Escort: lost warrior (level 2 of Old Forest) | failed |
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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ritch stinger. * You've found the needed snow giant kidney. 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 xorn fragment. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bloated horror heart. | 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! | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +4 Wil +9 Mag offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) When Hit 4 arcane defense ------ Armor +3 Resistance +18% fire other ------- Spell cooldown 10% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +3.0% Ignore resists +15% cold Ignore Armor +1 defense ------ Defense +10 (+3 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Critical power +10.00% Spellpower/crit +2 Damage +18% blight defense ------ Armor +3 Fatigue +5% Resistance +10% mind Mind save +10 (+5 eff.) Confus Resist +24% other ------- Mana/turn +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: defense ------ Armor +4 Resistance +3% light +6% cold Physical save +3 (+2 eff.) Spell save +6 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 10 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con defense ------ Life +50.00 Life Regen +10.00 Healmod +13% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con defense ------ Spell save +13 (+4 eff.) Life +58.00 Life Regen +13.00 Healmod +13% Stun Resist +30% other ------- Max stamina +13.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Wil offense ------ Against +24% Summoned defense ------ Resist Against +33% Summoned Life Regen +1.50 Healmod +13% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 27.0 - 32.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +52 (+12 eff.) Damage +27% blight Ignore resists +15% arcane other ------- Max mana +100.00 Max vim +40.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ On-Hit 7 blight 9 temporal On-Ranged-Hit 7 temporal Damage +5% blight +5% temporal Ignore resists +5% lightning When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Armor +2 Fatigue +3% Resistance +3% lightning +6% temporal +7% light +7% blight +6% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 13 turn cooldown Effective talent level: 1.0 Power cost 13 out of 20/20. Range 6 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 85.32 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +12 (+3 eff.) Damage +15% light +8% all defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +7% darkness +7% light +11% all Life +36.00 other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +8 Mag +6 Wil offense ------ Spell Crit +2% Spellpower/crit +4 Ignore resists +10% blight +15% arcane defense ------ Defense +2 (+1 eff.) Spell save +26 (+8 eff.) other ------- Max mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 446% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 4 darkness, 3 cold, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +2.0% Accuracy +25 (+18 eff.) When Hit 8 physical defense ------ Resistance +9% lightning other ------- Max stamina +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +3.00 other ------- Mana/turn +0.22 Max mana +35.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Mind Crit +2% Critical power +5.00% When Hit 4 temporal defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +3 Resistance +7% blight +8% nature +3% all Poison Resist +16% Disease Resist +17% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 13 light On-Ranged-Hit 21 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Mind save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% nature defense ------ Defense +4 (+2 eff.) Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Con +1 Mag offense ------ On-Hit 10 light On-Ranged-Hit 24 light Damage +12% light defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +16.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Dex offense ------ Damage +12% lightning Accuracy +7 (+7 eff.) defense ------ Resistance +24% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +8 Dex offense ------ Accuracy +7 (+7 eff.) defense ------ Blind Resist +28% other ------- Infravision +4 See Stealth +8 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 16 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Dex offense ------ Damage +6% fire defense ------ Resistance +17% fire +5% arcane +11% cold Mind save +12 (+6 eff.) Stun Resist +20% A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun offense ------ Critical power +20.00% Damage +9% lightning defense ------ Defense +18 (+5 eff.) Resistance +15% blight +13% nature +3% lightning Physical save +15 (+8 eff.) Life Regen +2.00 Healmod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 38% (based on Cunning). Uses 33 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 1.5 Encumbrance T2 hands armor [Unique] Arcane A part of set. While equipped: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+9 eff.) Spellpower +12 (+3 eff.) Damage +10% arcane defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +15% darkness +27% cold Ignore resists +15% light defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 140% of the healing done. This effect scales with your Magic stat.. Uses 49 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 7 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% darkness When Hit 2 darkness defense ------ Resistance +12% darkness Blast the opponent's mind dealing 162 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +9% cold +6% temporal +1% physical Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 17 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. 100% to reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 243 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 17 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +5% acid +10% blight other ------- Mana-on-crit +1.00 Vim-on-crit +2.00 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 12% for 2 turns. 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex offense ------ Spell Crit +4% Damage +6% arcane other ------- Max mana +60.00 Create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% blight Ignore resists +10% darkness +10% blight defense ------ Resistance +3% darkness Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nurgle Duck the Cornac Corruptor level 27
5th Regrowth 123rd year of Ascendancy at 09:25 see stats
By Nurgle Duck the Cornac Corruptor level 11
66th Dusk 122nd year of Ascendancy at 04:43 see stats
By Nurgle Duck the Cornac Corruptor level 28
66th Regrowth 123rd year of Ascendancy at 16:40 see stats
By Nurgle Duck the Cornac Corruptor level 25
4th Allure 123rd year of Ascendancy at 11:31 see stats
By Nurgle Duck the Cornac Corruptor level 28
60th Regrowth 123rd year of Ascendancy at 15:49 see stats
By Nurgle Duck the Cornac Corruptor level 23
8th Decay 122nd year of Ascendancy at 21:31 see stats
By Nurgle Duck the Cornac Corruptor level 10
57th Dusk 122nd year of Ascendancy at 16:54 see stats
By Nurgle Duck the Cornac Corruptor level 20
43rd Haze 122nd year of Ascendancy at 14:46 see stats
By Nurgle Duck the Cornac Corruptor level 30
68th Regrowth 123rd year of Ascendancy at 20:23 see stats
By Nurgle Duck the Cornac Corruptor level 28
46th Regrowth 123rd year of Ascendancy at 22:11 see stats
By Nurgle Duck the Cornac Corruptor level 25
4th Allure 123rd year of Ascendancy at 07:26 see stats
By Nurgle Duck the Cornac Corruptor level 7
53rd Dusk 122nd year of Ascendancy at 15:22 see stats
By Nurgle Duck the Cornac Corruptor level 30
9th Pyre 123rd year of Ascendancy at 18:31 see stats
By Nurgle Duck the Cornac Corruptor level 21
47th Haze 122nd year of Ascendancy at 21:48 see stats
By Nurgle Duck the Cornac Corruptor level 28
46th Regrowth 123rd year of Ascendancy at 21:48 see stats
By Nurgle Duck the Cornac Corruptor level 16
21st Haze 122nd year of Ascendancy at 04:21 see stats
Log
You gain 24.05 gold from the transmogrification of Aeryra the alchemist's lamp.
You gain 1.30 gold from the transmogrification of dwarven-steel pickaxe of endurance (dig speed 31 turns).
You gain 2.76 gold from the transmogrification of blazing quiver of yew arrows (13/14, 32-44 power, 10 apr).
You gain 1.57 gold from the transmogrification of shocking steel shield of cold resistance (+19%) (0 def, 4 armour, 43 block).
You gain 25.00 gold from the transmogrification of steel plate armour 'Magmawire' (0 def, 9 armour).
You gain 4.23 gold from the transmogrification of volcanic reinforced leather armour (12 def, 14 armour).
You gain 6.73 gold from the transmogrification of searing dwarven-steel mail armour of command (11 def, 15 armour).
You gain 0.54 gold from the transmogrification of grounding hardened leather cap (0 def, 3 armour).
You gain 0.20 gold from the transmogrification of pair of hardened leather boots (0 def, 3 armour).
You gain 17.58 gold from the transmogrification of pair of dwarven-steel boots 'Gikath' (0 def, 4 armour).
You gain 5.79 gold from the transmogrification of ancient silk robe of power (0 def, 0 armour).
You gain 4.78 gold from the transmogrification of ancient cashmere robe (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel waraxe (16-22 power, 3 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (20-29 power, 4 apr).
You gain 7.94 gold from the transmogrification of infernal dragonbone starstaff (30-36 power, 6 apr, physical element).
You gain 24.30 gold from the transmogrification of Belata the Duskkarma (15-18 power, 3 apr, darkness element).
You gain 0.75 gold from the transmogrification of thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 19.16 gold from the transmogrification of Layybretta the pulsing mindstar (13-14 power, 32 apr, nature damage).
You gain 25.00 gold from the transmogrification of dwarven-steel mace 'Iviyarin' (30-41 power, 4 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel longsword of amnesia (22-31 power, 4 apr).
You gain 6.42 gold from the transmogrification of yew longbow of enduring.
You gain 6.13 gold from the transmogrification of caustic stralite dagger (28-36 power, 9 apr).
You gain 7.68 gold from the transmogrification of blazebringer's stralite dagger of torment (31-40 power, 9 apr).
You gain 4.18 gold from the transmogrification of pixie's gold ring of power.
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
WARNING: Arathra the elder vampire knows Fiery Grasp
WARNING: ruin banshee knows Silence
WARNING: dreadmaster knows Silence
Warning!