
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Cultist of Entropy |
Level / Exp | 28 / 38% |
Size | medium |
Lifes / Deaths | Killed by Layolrama the gigantic corrosive tunneler at level 17 on the 36th Dusk 122nd year of Ascendancy at 10:27 0 / 7Killed by Dozing Aerawen at level 23 on the 2nd Wintertide 123rd year of Ascendancy at 05:57 Killed by skeleton assassin at level 24 on the 4th Allure 123rd year of Ascendancy at 03:27 Killed by Vorama the elder vampire at level 25 on the 6th Allure 123rd year of Ascendancy at 21:41 Killed by worm that walks at level 27 on the 1st Regrowth 123rd year of Ascendancy at 03:56 Killed by Belerenne the elven mage at level 28 on the 2nd Regrowth 123rd year of Ascendancy at 20:03 Killed by elven mage at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 02:45 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 15 (base 10) |
Magic | 81 (base 58) |
Willpower | 10 (base 10) |
Cunning | 66 (base 55) |
Resources
Life | -56/430 |
Insanity | 28/100 |
Healing Factor | 1.0460311219418 |
Regeneration | 4.4456322682524 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | -3.0642155479654E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 1 |
See Invisible | 18 |
Offense: Mainhand
Damage | 32 |
Accuracy | 24 |
Crit Chance | 22% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +109% |
Acid | +47% |
Light | +28% |
Temporal | +19% |
Blight | +43% |
Arcane | +20% |
Fire | +43% |
All | +13% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +30% |
Acid | +15% |
Mind | +15% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 30.44145363622 (30%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 39 |
Mental Save | 41 |
Defense: Resistances
Darkness | + 30%( 70%) |
Nature | + 16%( 70%) |
Temporal | + 26%( 70%) |
Lightning | + 30%( 70%) |
Arcane | + 17%( 70%) |
Acid | + 28%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 26% |
Bleed Resistance | 20% |
Disarm Resistance | 25% |
Silence Resistance | 10% |
Stun Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 43 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 Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 338 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
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 | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Revelation |
talent | Twofold Curse |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Bethytta the skeleton archer. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by skeleton assassin. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+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. | active |
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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc 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! | 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 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] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +5 Fatigue -6% Resistance +3% acid Crit Resistance 10.00% Life +38.00 Life Regen +4.00 Cut Resist +20% Silence Resist +10% Stun Resist +20% other ------- Stamina/turn +0.50 A pair of boots made of leather. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 78, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 382.47 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag +2 Con offense ------ Damage +7% arcane +6% temporal Ignore resists +10% temporal +15% mind +15% nature defense ------ Defense +1 (+1 eff.) Resistance +3% nature +9% temporal Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Life +23.00 Disarm Resist +25% Pinning Resist +26% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +24% darkness Ignore resists +15% acid When Hit 6 darkness defense ------ Resistance +9% acid Physical save +10 (+5 eff.) Spell save +11 (+4 eff.) Mind save +10 (+4 eff.) other ------- See Invisibility +18 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Damage +15% darkness When Hit 4 darkness defense ------ Resistance +6% lightning +5% arcane Mind save +6 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +19 (+5 eff.) Spellpower/crit +7 Damage +30% blight +30% fire +30% darkness +30% acid Ignore resists +20% temporal When Hit 2 temporal defense ------ Resistance +6% temporal Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +13 (+5 eff.) Anomaly Control +20 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun offense ------ On-Hit 6 acid Damage +4% acid +12% darkness Accuracy +20 (+10 eff.) defense ------ Armor +1 Resistance +5% acid Crit Resistance 5.00% other ------- Stamina/turn +1.00 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. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +13 (+4 eff.) Damage +13% all defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +6 Cun +3 Con offense ------ Ignore resists +10% nature defense ------ Defense +1 (+1 eff.) other ------- Light +3 Infravision +1 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 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +13% lightning Stun Resist +27% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% 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 Willpower 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. 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 infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 41 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. 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 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +13% lightning Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+6 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +11% physical 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 [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +6 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +12 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +15% acid defense ------ Armor +8 Resistance +30% acid Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +24 (+7 eff.) Damage +30% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 147% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +1 Mag +1 Wil defense ------ Defense +1 (+1 eff.) Life +30.00 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 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +10% mind +9% all Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +20 (+7 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 Encumbrance T1 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +11% physical defense ------ Resistance +7% all +11% physical Spell save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +11 (+3 eff.) Damage +7% all defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ When Hit 4 physical defense ------ Armor +7 Silence Resist +24% Confus Resist +22% Stun Resist +20% other ------- Vim-on-crit +2.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +4 Wil +4 Con +8 Lck offense ------ Physical Crit +4.0% Physical Power +5 (+5 eff.) Mindpower +7 (+4 eff.) Ignore resists +7% physical Ignore Armor +8 defense ------ Armor +3 Defense +5 (+5 eff.) Resistance +1% physical +3% fire +5% arcane +12% darkness Stealth +9 Pinning Resist +20% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +11% cold defense ------ Defense +21 (+18 eff.) Resistance +16% cold Blind Resist +10% Disease Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Ignore resists +25% darkness On-Hit (Melee): * 10% chance to slow global speed by 47% * 10 arcane resource burn * 10% chance to reduce damage dealt by 17% defense ------ Defense +1 (+1 eff.) Resistance +3% blight other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +10% cold defense ------ Defense +1 (+1 eff.) Resistance +15% cold other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +13 Fatigue +22% Life +48.00 A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Rare] Master Weapon Damage 176% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +19.5% Capacity 18 On-ranged-hit +20 acid +20 lightning On-Hit, radius 1 +20 lightning On-crit, radius 2 +4 mind On Hit: * 20% chance to reduce armor by 38% On Critical: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Arcane Weapon Damage 146% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 21 On-ranged-hit +20 temporal +20 cold On-Hit, radius 1 +20 lightning +20 cold On-crit, radius 2 +20 lightning On Hit: * 15% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 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 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 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 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 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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 T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Damage +6% cold Ignore resists +5% darkness defense ------ Armor +3 Defense +11 (+11 eff.) Resistance +3% cold +7% physical other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +5% acid defense ------ Defense +25 (+20 eff.) Resistance +3% temporal Physical save +3 (+1 eff.) Mind save +5 (+2 eff.) Life +20.00 Life Regen +2.00 Disarm Resist +10% other ------- Light +3 See Stealth +5 See Invisibility +7 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 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. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Weapon Damage 161% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +11.5% Capacity 21 Auto Reload 5 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 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 Nntriaug the Cornac Cultist of Entropy level 19
46th Dusk 122nd year of Ascendancy at 10:11 see stats
By Nntriaug the Cornac Cultist of Entropy level 10
2nd Mirth 122nd year of Ascendancy at 13:18 see stats
By Nntriaug the Cornac Cultist of Entropy level 20
47th Dusk 122nd year of Ascendancy at 17:21 see stats
By Nntriaug the Cornac Cultist of Entropy level 20
59th Dusk 122nd year of Ascendancy at 12:07 see stats
By Nntriaug the Cornac Cultist of Entropy level 12
5th Flare 122nd year of Ascendancy at 01:19 see stats
By Nntriaug the Cornac Cultist of Entropy level 20
37th Haze 122nd year of Ascendancy at 01:00 see stats
By Nntriaug the Cornac Cultist of Entropy level 11
1st Flare 122nd year of Ascendancy at 22:01 see stats
By Nntriaug the Cornac Cultist of Entropy level 25
6th Allure 123rd year of Ascendancy at 06:48 see stats
By Nntriaug the Cornac Cultist of Entropy level 17
34th Dusk 122nd year of Ascendancy at 06:35 see stats
By Nntriaug the Cornac Cultist of Entropy level 27
1st Regrowth 123rd year of Ascendancy at 08:23 see stats
Log
Nntriaug casts Prophecy of Ruin.
Porykira the elven guard is doomed to ruin!
Porykira the elven guard is doomed to treason!
Elven warrior is wasting away.
Porykira the elven guard is wasting away.
Mean looking elven guard is wasting away.
Elven guard is wasting away.
Porykira the elven guard succumbs to the prophecy, striking themself!
Prophecy of Treason from Nntriaug performs a melee critical strike against Porykira the elven guard!
Prophecy of Treason from Nntriaug hits Porykira the elven guard for 6 physical damage.
Nntriaug receives 13 healing from Prophecy of Ruin from Nntriaug.
Bleeding from Elven mage hits Elven warrior for 38 physical damage.
Nihil from Nntriaug hits Porykira the elven guard for 102 temporal damage.
Melee retaliation hits Elven warrior for 18 darkness, 3 temporal (21 total damage).
Elven warrior hits Nntriaug for (66 absorbed), 0 physical, (5 absorbed), 0 acid (0 total damage).
Elven guard uses Block.
Nntriaug loses 3 health to the entropy.
Your shield crumbles under the damage!
The shield around Nntriaug crumbles.
Rotting Disease from Elven cultist hits Nntriaug for (9 absorbed), 52 blight (52 total damage).
Nntriaug casts Dark Whispers.
Porykira the elven guard is haunted by the void!
Elven mage is wasting away.
Elven mage uses his torque!
Elven mage hits Elven guard for (146 blocked), 194 physical (194 total damage).
Elven mage hits Nntriaug for 296 physical damage.
Elven mage hits Elven warrior for 340 physical damage.
Nntriaug the level 28 cornac cultist of entropy was chopped into tiny pieces to death by an elven mage on level 4 of Dark crypt.