








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Schizophrenic Class 1.7.4Adds the Schizophrenic class. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch 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:
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: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Tougher Escorts 1.6.0Sets 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. Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) 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 Steel Monk Evolution for Brawler (Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Cultist of Entropy |
Level / Exp | 29 / 84% |
Size | small |
Lifes / Deaths | Killed by Yvunne the giant green ant at level 23 on the 65th Dusk 122nd year of Ascendancy at 23:04 4 / 2Killed by Bethumira the orc archer at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 12:30 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 21 (base 23) |
Magic | 96 (base 60) |
Willpower | 37 (base 10) |
Cunning | 58 (base 43) |
Resources
Life | 364/473 |
Insanity | 99/100 |
Healing Factor | 1.334804467222 |
Regeneration | 7.0077234529155 |
Speed
Mental | -30% |
Attack | -30% |
Movement | +10% |
Spell | -22.042884044777% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 43 |
Accuracy | 27 |
Crit Chance | 38% |
APR | 8 |
Speed | 1.43 |
Offense: Spell
Spellpower | 89 |
Crit Chance | 41% |
Speed | 1.2827565357528 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 35% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Physical | +43% |
Darkness | +38% |
Mind | +37% |
Temporal | +38% |
Blight | +34% |
Arcane | +31% |
Fire | +37% |
All | +28% |
Offense: Damage Penetration
All | 0% |
Darkness | +15% |
Mind | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 36.278285195761 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 48 |
Mental Save | 44 |
Defense: Resistances
Blight | + 34%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 22%( 70%) |
All | + 18%( 70%) |
Darkness | + 24%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 23%( 70%) |
Fire | + 28%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Silence Resistance | 43% |
Instadeath Resistance | 100% |
Confusion Resistance | 78% |
Inscriptions (3/3)
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 708% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 232 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 120 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
Demented / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Entropy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.40 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Jinxed Touch |
talent | Revelation |
talent | Power Overwhelming |
talent | Void Stars |
talent | Twofold Curse |
talent | Chaos Orbs |
talent | Atrophy |
detrimental effect | The target is wasting away from entropic forces, taking 36.28 damage per turn. Entropic Wasting |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases spellcast speed by 8%. 5 Temporal Feast |
beneficial effect | The target's spellpower has been increased by 27. Spellsurge |
beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
detrimental effect | Huge cut that bleeds, doing 17.92 physical damage per turn. Bleeding |
beneficial effect | The target has 20 increased saves and defense, 15% increased critical chance, and 12% chance to avoid all damage. 10 Jinx |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of elder vampire blood. * You've found the needed red crystal shard. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Spell.pwr +15 (+3 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) ---------- misc Max.enc +20 Mana/turn +0.08 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +7% blight +5% cold +7% darkness +6% temporal Def/telep +15 Res/telep +13% Dur/telep +16% ---------- misc Light +4 Infravis +4 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 26 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +3% Resists +9% blight +5% arcane +6% nature +4% all Phys.save +7 (+4 eff.) Spell.save +5 (+1 eff.) Max.HP +62.00 Heal.mod +13% A cap made of leather. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% ----- def ----- Resists +9% fire Disease- +20% ---------- misc Stam/turn +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (126 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +5% all ----- def ----- Max.HP +41.00 HP.reg +5.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Mov.spd +10% Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Spell.crit +2% Spell.pwr +21 (+4 eff.) S.pwr/crit +9 Dmg.mod +15% physical ---------- misc Mana/turn +0.14 Infravis +2 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 36.38 to 43.66 physical damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 5 acid 4 cold 3 fire 9 arcane 3 lightning Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +5% arcane Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 ice +10 acid +12 fire +6 arcane +5 lightning On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +8% all ----- def ----- Resists +11% all ---------- misc Mana/turn +0.16 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Dex +3 Cun +3 Con dps ---------- Dmg.mod +9% mind Res.pen +5% mind Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Phys.save +5 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +51.00 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +14 Lck dps ---------- Dmg.mod +9% fire Acc +14 (+7 eff.) ----- def ----- Defense +16 (+6 eff.) Resists +3% blight +3% fire Unseen.red 24% ---------- misc Masteries +0.10 Demented/Chronophage Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (128% 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 320 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical Res.pen +10% temporal Acc +12 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +15% fire +9% temporal +27% cold Unseen.red 13% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +11 (+4 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +6% mind HP.reg +2.00 Stun/Frz- +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +11% acid Acc +11 (+5 eff.) ----- def ----- Armour +8 Resists +22% acid Phys.save +3 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Mag +1 Wil +2 Con dps ---------- Spell.crit +12% Crit.mult +11.00% Spell.pwr +9 (+2 eff.) Dmg.mod +15% physical On Hit (Melee): * 20% chance to reduce armor by 47% ---------- misc Max.mana +26.00 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +24% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness +12% acid On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Resists +9% acid Phys.save +8 (+4 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. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+3 eff.) Dmg.mod +24% fire ---------- misc Max.mana +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +14.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning +9% light Res.pen +5% light +10% mind ----- def ----- Resists +9% temporal +8% darkness +6% mind Def/telep +11 Res/telep +17% Dur/telep +7% ---------- misc Mana/turn +0.21 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +20 acid On Hit: * 20% chance to reduce armor by 47% * 20% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Wil +2 Mag dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 229 damage over 5 turns and reducing armor and accuracy by 29 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 45.38 to 56.72 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +29% darkness +11% mind +9% all Phys.save +11 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +25 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +11% arcane +13% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 40.53 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Str +3 Wil +5 Con dps ---------- Dmg.mod +9% mind +18% physical ----- def ----- Defense +11 (+5 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +1 Mag +2 Wil +1 Cun dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -3% Resists +7% fire +3% temporal +8% cold Max.HP +34.00 HP.reg +4.00 Heal.mod +10% Silence- +27% Disarm- +20% Confus- +22% Stun/Frz- +28% ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Res.pen +5% lightning Melee Ret 4 fire ----- def ----- Armour +2 Resists +12% lightning +15% fire Phys.save +15 (+7 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) HP.reg +4.20 Disarm- +26% ---------- misc Stam/turn +1.50 Psi/turn +0.19 Max.stam +12.00 Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 physical On Hit: 10% Juggernaut 1 On Hit: 10% Nightmare 3 On Hit: 10% Second Wind 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 131% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +4 Mag ----- def ----- Armour +3 Fatigue +1% ---------- misc Light +3 Infravis +1 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +9% mind +7% cold ---------- misc Stam/turn +1.00 Infravis +2 Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun +6 Con dps ---------- Mind.crit +2% Dmg.mod +18% physical Res.pen +10% physical ----- def ----- Armour +3 Fatigue +3% Resists +13% light +15% darkness A cap made of leather. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +15 (+4 eff.) ---------- misc Hate/m.crit +2.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 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 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Res.pen +25% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ---------- misc See.Invis +15 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +5% darkness +15% acid Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +5% arcane +6% darkness Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 538 Base Damage: 279 Armor: 17 All Resist: 10 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 530 Base Damage: 245 Armor: 12 All Resist: 9 Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By AssWeCan the Yeek Cultist of Entropy level 29
4th Regrowth 123rd year of Ascendancy at 05:58 see stats
By AssWeCan the Yeek Cultist of Entropy level 11
6th Flare 122nd year of Ascendancy at 11:35 see stats
By AssWeCan the Yeek Cultist of Entropy level 25
77th Haze 122nd year of Ascendancy at 10:59 see stats
By AssWeCan the Yeek Cultist of Entropy level 28
3rd Regrowth 123rd year of Ascendancy at 12:23 see stats
By AssWeCan the Yeek Cultist of Entropy level 10
3rd Summertide 122nd year of Ascendancy at 03:42 see stats
By AssWeCan the Yeek Cultist of Entropy level 20
56th Dusk 122nd year of Ascendancy at 10:52 see stats
By AssWeCan the Yeek Cultist of Entropy level 24
1st Haze 122nd year of Ascendancy at 09:53 see stats
By AssWeCan the Yeek Cultist of Entropy level 10
3rd Summertide 122nd year of Ascendancy at 19:54 see stats
By AssWeCan the Yeek Cultist of Entropy level 15
30th Dusk 122nd year of Ascendancy at 13:59 see stats
By AssWeCan the Yeek Cultist of Entropy level 26
79th Haze 122nd year of Ascendancy at 00:52 see stats
By AssWeCan the Yeek Cultist of Entropy level 19
55th Dusk 122nd year of Ascendancy at 05:51 see stats
Log
AssWeCan starts to bleed.
Islusenne the snow giant's Steady Shot hits AssWeCan for (38 to entropy), (55 absorbed), 0 physical, (23 absorbed), 0 physical (0 total damage).
Islusenne the snow giant's Steady Shot hits AssWeCan for (37 absorbed), 57 physical, 23 physical (80 total damage).
AssWeCan loses 17 health to the entropy.
Talent Dark Whispers is ready to use.
Bleeding from Islusenne the snow giant hits AssWeCan for 15 physical damage.
Your summoned hallucination disappears.
Your summoned hallucination disappears.
Umber hulk is not dazed anymore.
Dark Whispers from AssWeCan hits Umber hulk for 32 darkness damage.
AssWeCan casts Rift Cutter.
AssWeCan's spell attains critical power!
Umber hulk is wreathed in entropy.
Umber hulk is wasting away.
AssWeCan hits Islusenne the snow giant for 113 darkness damage.
Islusenne the snow giant is pinned to the ground.
AssWeCan's unstable rift area effect hits Islusenne the snow giant for 201 temporal damage.
Islusenne the snow giant uses Infusion: Healing.
Islusenne the snow giant receives 157 healing from Infusion: Healing.
Islusenne the snow giant uses Headshot.
AssWeCan is knocked back!
Islusenne the snow giant's Headshot hits AssWeCan for 0 physical, 19 physical, 21 physical (40 total damage).
AssWeCan loses 22 health to the entropy.
AssWeCan is no longer invigorated.
Bleeding from Islusenne the snow giant hits AssWeCan for 13 physical damage.
Your summoned hallucination disappears.
Nihil from AssWeCan hits Islusenne the snow giant for 10 temporal damage.
AssWeCan's unstable rift area effect hits Islusenne the snow giant for 230 temporal damage.