










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! 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. Ashes of Urh'Rok 1.6.0Official 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:
Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines 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: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.5.5Quality 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. Forbidden Cults 1.6.0Official 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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Cultist of Entropy |
Level / Exp | 22 / 44% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 22 on the 39th Regrowth 123rd year of Ascendancy at 16:40 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 15 (base 10) |
Magic | 57 (base 50) |
Willpower | 10 (base 10) |
Cunning | 42 (base 42) |
Resources
Life | -23/449 |
Insanity | 54/100 |
Healing Factor | 1.3505405405405 |
Regeneration | 81.586154054054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 45 |
See Invisible | 45 |
Offense: Mainhand
Damage | 21 |
Accuracy | 22 |
Crit Chance | 35% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +49% |
Darkness | +25% |
Cold | +18% |
All | +6% |
Offense: Damage Penetration
Darkness | +29% |
Mind | +15% |
Temporal | +29% |
Defense: Base
Armour (hardiness) | 20.936086829205 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 39 |
Mental Save | 34 |
Defense: Resistances
Nature | + 6%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Pinning Resistance | 20% |
Poison Resistance | 10% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Madness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Atrophy |
detrimental effect | The target is wasting away from entropic forces, taking 2 damage per turn. Entropic Wasting |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases spell critical chance by 8%. At 5 stacks, next Nether spell is empowered. 4 Halo of Ruin |
detrimental effect | Slowed by 50% and taking 66 crushing damage per turn. Imploding (slow) |
beneficial effect | A flow of life spins around the target, regenerating 51.16 life per turn. Regeneration |
beneficial effect | The target has 30 increased saves and defense, 20% increased critical chance, and 15% chance to avoid all damage. 10 Jinx |
beneficial effect | 2 stacks, +6% to all damage dealt. Chaos Orbs |
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by treant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 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. | 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 |
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 within8 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Phasing +30% ----- def ----- Armour +1 Resists +6% nature +3% mind HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
Light source | ![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +13 (+4 eff.) HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings can have magical properties. |
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 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +1 Dex dps ---------- Spell.crit +12% Crit.mult +17.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal Res.pen +15% mind ----- def ----- Resists +5% arcane +6% temporal Silence- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal 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 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +9% blight Max.HP +48.00 HP.reg +2.00 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Str +5 Con dps ---------- Crit.mult +19.00% Dmg.mod +12% cold Acc +9 (+4 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) Phys.save +9 (+5 eff.) Stealth +9 Max.HP +55.00 Heal.mod +5% Poison- +10% Pinning- +20% 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 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -168 life. The duration and life will increase by 1% for every 1% life you have lost (currently 168 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 521% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 270 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. Press to compare to your current inscriptions |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+4 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Resists +9% acid +15% fire +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Arcane/Psionic Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 73 lightning damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +13% lightning Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 36.0 - 54.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature While equipped: Stats +4 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +8 Resists +5% arcane ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage While equipped: dps ---------- Dmg.mod +3% lightning +6% nature Res.pen +5% nature Melee Ret 2 light ----- def ----- Resists +9% nature +9% light Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 light Against +14% Undead Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +28% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Master Power 18.5 - 24.1 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 11 arcane resource burn Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 22.5 - 31.5 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T3 shield armor Reqs - Shield usage training Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T3 shield armor Reqs - Shield usage training Str 24 [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +4 Wil +1 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +9% darkness +15% physical Shield.near.proj +45 Proj.slow +14% ---------- misc Max.vim +40.00 Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +7% all ----- def ----- Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +6% physical +7% cold +7% fire ----- def ----- Defense +15 (+5 eff.) Resists +14% acid +12% physical +12% cold +11% fire ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 51.64 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 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. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% cold +6% fire ---------- misc Stam/turn +0.30 Max.stam +14.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil +2 Cun +1 Con ----- def ----- Armour +3 Phys.save +12 (+6 eff.) Mind.save +14 (+7 eff.) Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +10% acid +10% temporal Melee Ret 8 light ----- def ----- Armour +4 Fatigue +3% Resists +15% acid +3% temporal +12% light 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 [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+4 eff.) Melee+ 6 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +5% nature 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. |
![]() 1.5 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Defense +1 (+0 eff.) Resists +6% light +3% acid Crit.dmg- 15.00% Phys.save +6 (+3 eff.) ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +24% cold Res.pen +20% nature Melee Ret 6 light On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +4 Fatigue +4% Resists +13% light +13% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +15% acid +9% mind Phys.save +9 (+5 eff.) Mind.save +9 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 45.4 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc 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 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc 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. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +9% light +6% nature Melee Ret 10 nature ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +6 Infravis +3 Telepathy Demon/Minor Demon/Major Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 119.79 light damage. At talent level 3 you gain 22% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +24% Confus- +14% ---------- misc Light +8 See.Stealth +7 See.Invis +8 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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 T2 totem charm [Ego+] Nature Heals yourself and all friendly characters within 10 spaces for 132 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heals yourself and all friendly characters within 10 spaces for 180 Puts all charms on 15 cooldown 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 Ashriel the Cornac Cultist of Entropy level 15
75th Haze 122nd year of Ascendancy at 16:52 see stats
By Ashriel the Cornac Cultist of Entropy level 19
9th Regrowth 123rd year of Ascendancy at 18:36 see stats
By Ashriel the Cornac Cultist of Entropy level 10
42nd Dusk 122nd year of Ascendancy at 14:58 see stats
By Ashriel the Cornac Cultist of Entropy level 20
12nd Regrowth 123rd year of Ascendancy at 00:18 see stats
By Ashriel the Cornac Cultist of Entropy level 13
65th Dusk 122nd year of Ascendancy at 19:04 see stats
By Ashriel the Cornac Cultist of Entropy level 19
10th Regrowth 123rd year of Ascendancy at 09:17 see stats
Log
Luminous horror hits Ashriel for 24 fire damage.
Ashriel's Reality Fracture hits Luminous horror for 9 temporal, 10 darkness (19 total damage).
Luminous horror hits Ashriel for 24 fire damage.
Luminous horror casts Firebeam.
Luminous horror hits Ashriel for 24 fire damage.
Luminous horror fails to disarm a trap (Ashriel's void rift).
Luminous horror's light area effect hits Ashriel for 0 light damage.
Luminous horror's light area effect hits Ashriel for 41 light damage.
Luminous horror's light area effect hits Ashriel for 36 light damage.
Blade horror's acid area effect hits Ashriel for 12 acid damage.
Blade horror's acid area effect hits Luminous horror for 11 acid damage.
Ashriel loses 2 health to the entropy.
Ashriel's void star absorbs the damage from Imploding (slow) from Blade horror, converting it into entropy!
Ashriel's black hole pulls Blade horror in!
Ashriel's black hole pulls Luminous horror in!
Ashriel's black hole pulls Luminous horror in!
The shield around luminous horror crumbles.
Ashriel's black hole pulls Luminous horror in!
Ashriel's black hole hits Luminous horror for 17 temporal, 22 darkness (39 total damage).
Ashriel's black hole hits Luminous horror for (11 absorbed), 5 temporal, (14 absorbed), 6 darkness (11 total damage).
Ashriel's black hole hits Luminous horror for (14 absorbed), 6 temporal, (4 absorbed), 11 darkness (17 total damage).
Ashriel's black hole hits Blade horror for (11 to psi shield), 17 temporal, 24 darkness (41 total damage).
Imploding (slow) from Blade horror hits Ashriel for (16 to entropy), 34 physical (34 total damage).
Blade horror uses Psionic Pull.
Ashriel is pulled in!
Blade horror hits Ashriel for 35 physical damage.
Ashriel's Reality Fracture hits Blade horror for (6 to psi shield), 9 temporal, 12 darkness (21 total damage).
Luminous horror misses Ashriel.
Saving game...