








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Select your Escorts 1.5.0Allows 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. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. ToME Race XP Penalty Tweak 1.5.5Rebalances race xp penalties more in line with their power: Shalore = 30% Thalore = 25% NOTE: Will not work as designed if addons loading after this one change Shalore, Thalore, Skeleton, Ogre or Ghoul XP penalties. ADDON PRIORITY (Load order): 1000 This addon uses a 'ToME:load' HOOK to check for the default 1.5.5 text for certain subraces and changes them if found. Will change the actual XP penalty regardless. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.5.10This 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 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 50 / 1116% |
Size | big |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 50 on the 7th Regrowth 124th year of Ascendancy at 02:40 / 1 |
Primary Stats
Strength | 70 (base 20) |
Dexterity | 94 (base 60) |
Constitution | 54 (base 16) |
Magic | 88 (base 60) |
Willpower | 38 (base 19) |
Cunning | 81 (base 60) |
Resources
Mana | 137/179 |
Psi | 108/108 |
Life | -412/1355 |
Stamina | 331/331 |
Paradox | 300 |
Healing Factor | 1.3946428571431 |
Regeneration | 6.9732142857154 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +145% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 10 |
See Stealth | 113.37530642872 |
See Invisible | 110.37530642872 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 136 |
Accuracy | 47 |
Crit Chance | 36% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 77 |
Accuracy | 47 |
Crit Chance | 32% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Nature | +54% |
Acid | +10% |
Physical | +19% |
Darkness | +35% |
Blight | +41% |
Arcane | +16% |
Fire | +11% |
All | +4% |
Offense: Damage Penetration
Acid | +71% |
Arcane | +39% |
Cold | +28% |
All | +14% |
Lightning | +34% |
Darkness | +41% |
Physical | +64% |
Mind | +27% |
Fire | +56% |
Nature | +29% |
Defense: Base
Armour (hardiness) | 82.688635506883 (74.117647058824%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 29 |
Physical Save | 61 |
Spell Save | 50 |
Mental Save | 48 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 20%( 70%) |
Physical | + 28%( 70%) |
Cold | + 23%( 70%) |
All | + 15%( 70%) |
Darkness | + 31%( 70%) |
Light | + 27%( 70%) |
Mind | + 28%( 70%) |
Fire | + 25%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 15% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Bleed Resistance | 100% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
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 531 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 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 342 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1741% for 10 turns and instantly restoring 87 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Chronomancy / Energy | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Leeching Poison |
talent | Volatile Poison |
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Arcane Shield |
talent | Charged Shield |
talent | Kinetic Shield |
talent | Apply Poison |
talent | Crystalline Focus |
talent | Disintegration |
talent | Essence of Speed |
talent | Lacerating Strikes |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1657. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed mummified bone. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed multi-hued wyrm scale. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. * You've found the needed green worm. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed bear paw. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within19 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
Psionic focus | ![]() 5.0 T4 greatmaul 1H weapon [Random Unique] Arcane/Master/Psionic Power 65.5 - 98.3 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +4 light On Crit.r2 +8 light On Hit: * 20% chance to blind * Random elemental explosion * 20% chance to torment the target While equipped: dps ---------- Res.pen +32% acid +13% darkness +14% cold +17% fire +13% mind +20% lightning ----- def ----- Resists +12% acid Massive two-handed mauls. |
On hands | ![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +6 Dex +6 Con ----- def ----- Armour +2 Crit.dmg- 15.00% HP.reg +2.60 ---------- misc Stam/turn +1.30 Max.stam +24.00 Light +3 Unarmed combat: Power 18.0 - 19.8 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 temporal On Hit: 10% Slumber 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +1 Con dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) Dmg.mod +12% darkness +9% blight Res.pen +14% all Apr +13 ----- def ----- Resists +14% light +6% blight Affinity +5% darkness Mind.save +14 (+5 eff.) ---------- misc Psi/ret +0.08 Light +6 Infravis +4 See.Stealth +25 See.Invis +19 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 215.73 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +7 Dex +4 Con +15 Lck ----- def ----- Armour +20 Fatigue +5% Resists +9% cold Stealth +14 Blind- +10% Confus- +5% Pinning- +10% ---------- misc Infravis +3 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +7 Str +15 Con ----- def ----- Resists +3% acid Phys.save +18 (+4 eff.) ---------- misc Infravis +1 See.Invis +3 Telepathy Humanoid/Orc All Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Str +10 Cun +2 Con dps ---------- Melee+ 15 bleed Ranged+ 17 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom ----- def ----- Resists +15% mind ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Light +3 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Crit.mult +16.00% Spell.pwr +7 (+2 eff.) S.pwr/crit +4 Dmg.mod +8% blight +7% fire +6% acid Res.pen +5% fire Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +9% acid +6% fire ---------- misc Mana/turn +0.24 Max.mana +35.00 Masteries +0.28 Celestial/Combat Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 55.0 - 66.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +30% nature Res.pen +25% acid +20% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% fire Phys.save +10 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Nature/Psionic Power 31.5 - 44.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 temporal +15 nature +17 light Against +13% Undead On Hit.r1 +16 light +4 darkness On Crit.r2 +4 darkness On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction One-handed war axes. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +11 Wil +5 Cun dps ---------- Spell.crit +6% Mind.crit +7% Dmg.mod +19% darkness +12% arcane Res.pen +14% darkness +25% arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +3 (+1 eff.) Resists +19% darkness Stealth +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+3 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +17% blight +9% mind ----- def ----- Resists +17% blight +3% fire +6% light +6% lightning Max.HP +40.00 Disarm- +43% Pinning- +34% Knockbk- +50% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 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 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 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Plumpkin =save= Plumpkin =save=15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 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 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
By Vorgen the Skeleton Adventurer level 49
48th Dusk 123rd year of Ascendancy at 17:14 see stats
By Vorgen the Skeleton Adventurer level 24
14th Regrowth 123rd year of Ascendancy at 14:15 see stats
By Vorgen the Skeleton Adventurer level 48
47th Dusk 123rd year of Ascendancy at 00:50 see stats
By Vorgen the Skeleton Adventurer level 41
33rd Dusk 123rd year of Ascendancy at 12:06 see stats
By Vorgen the Skeleton Adventurer level 50
6th Regrowth 124th year of Ascendancy at 23:42 see stats
By Vorgen the Skeleton Adventurer level 30
48th Pyre 123rd year of Ascendancy at 05:11 see stats
By Vorgen the Skeleton Adventurer level 50
2nd Regrowth 124th year of Ascendancy at 00:32 see stats
By Vorgen the Skeleton Adventurer level 35
3rd Flare 123rd year of Ascendancy at 14:35 see stats
By Vorgen the Skeleton Adventurer level 50
6th Decay 123rd year of Ascendancy at 06:31 see stats
By Vorgen the Skeleton Adventurer level 13
28th Dusk 122nd year of Ascendancy at 21:59 see stats
By Vorgen the Skeleton Adventurer level 50
2nd Allure 124th year of Ascendancy at 05:06 see stats
By Vorgen the Skeleton Adventurer level 50
77th Haze 123rd year of Ascendancy at 23:17 see stats
By Vorgen the Skeleton Adventurer level 37
10th Dusk 123rd year of Ascendancy at 07:00 see stats
By Vorgen the Skeleton Adventurer level 50
7th Haze 123rd year of Ascendancy at 03:08 see stats
By Vorgen the Skeleton Adventurer level 19
1st Regrowth 123rd year of Ascendancy at 01:05 see stats
By Vorgen the Skeleton Adventurer level 50
66th Dusk 123rd year of Ascendancy at 02:48 see stats
By Vorgen the Skeleton Adventurer level 50
53rd Dusk 123rd year of Ascendancy at 11:00 see stats
By Vorgen the Skeleton Adventurer level 24
14th Regrowth 123rd year of Ascendancy at 13:41 see stats
By Vorgen the Skeleton Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 06:37 see stats
By Vorgen the Skeleton Adventurer level 20
1st Regrowth 123rd year of Ascendancy at 07:38 see stats
By Vorgen the Skeleton Adventurer level 30
45th Regrowth 123rd year of Ascendancy at 16:42 see stats
By Vorgen the Skeleton Adventurer level 40
29th Dusk 123rd year of Ascendancy at 15:17 see stats
By Vorgen the Skeleton Adventurer level 50
52nd Dusk 123rd year of Ascendancy at 23:53 see stats
By Vorgen the Skeleton Adventurer level 14
76th Dusk 122nd year of Ascendancy at 22:12 see stats
By Vorgen the Skeleton Adventurer level 50
56th Dusk 123rd year of Ascendancy at 09:07 see stats
By Vorgen the Skeleton Adventurer level 50
2nd Allure 124th year of Ascendancy at 07:33 see stats
By Vorgen the Skeleton Adventurer level 24
14th Regrowth 123rd year of Ascendancy at 14:15 see stats
By Vorgen the Skeleton Adventurer level 12
9th Mirth 122nd year of Ascendancy at 20:53 see stats
By Vorgen the Skeleton Adventurer level 24
14th Regrowth 123rd year of Ascendancy at 14:15 see stats
By Vorgen the Skeleton Adventurer level 12
1st Summertide 122nd year of Ascendancy at 15:45 see stats
By Vorgen the Skeleton Adventurer level 23
11st Regrowth 123rd year of Ascendancy at 03:02 see stats
By Vorgen the Skeleton Adventurer level 17
61st Haze 122nd year of Ascendancy at 11:46 see stats
By Vorgen the Skeleton Adventurer level 46
46th Dusk 123rd year of Ascendancy at 00:38 see stats
Log
Bleeding from Vorgen hits Overpowered greater multi-hued wyrm for 69 physical damage.
Vorgen has finished recovering.
Talent Rune: Shielding is ready to use.
Overpowered greater multi-hued wyrm breathes acid!
Your shield crumbles under the damage!
The shield around Vorgen crumbles.
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 356 acid damage.
Overpowered greater multi-hued wyrm hits Vorgen for (54 to psi shield), (28 dissipated), (16 absorbed), 362 acid (362 total damage).
Overpowered greater multi-hued wyrm speeds up.
Bleeding from Vorgen hits Overpowered greater multi-hued wyrm for 69 physical damage.
Overpowered greater multi-hued wyrm uses Disarm.
Vorgen is disarmed!
Overpowered greater multi-hued wyrm hits Vorgen for (54 to psi shield), (28 dissipated), 71 physical (71 total damage).
Vorgen hits Overpowered greater multi-hued wyrm for 4 acid damage.
Vorgen performs a melee critical strike against Overpowered greater multi-hued wyrm!
Overpowered greater multi-hued wyrm slows down.
Vorgen uses Slumber.
Overpowered greater multi-hued wyrm's Sand Breath is disrupted by his wounds!
Overpowered greater multi-hued wyrm hits Vorgen for (3 to psi shield), (1 dissipated), 2 lightning, (2 dissipated), 5 fire, (3 dissipated), 6 cold, (4 to psi shield), (1 dissipated), 3 acid, (3 to psi shield), (1 dissipated), 2 lightning, (2 dissipated), 5 fire, (3 dissipated), 6 cold, (4 to psi shield), (1 dissipated), 3 acid (33 total damage).
Vorgen hits Overpowered greater multi-hued wyrm for 68 physical, 5 temporal, 2 physical, 39 physical, 5 temporal, 2 physical (122 total damage).
Vorgen is no longer surging arcane power.
Vorgen's Beyond the Flesh misses Overpowered greater multi-hued wyrm.
Overpowered greater multi-hued wyrm hits Vorgen for (3 to psi shield), (1 dissipated), 2 lightning, (2 dissipated), 5 fire, (3 dissipated), 6 cold, (4 to psi shield), (1 dissipated), 3 acid (16 total damage).
Vorgen hits Overpowered greater multi-hued wyrm for 37 physical, 5 temporal, 2 physical (44 total damage).
Bleeding from Vorgen hits Overpowered greater multi-hued wyrm for 26 physical damage.
Overpowered greater multi-hued wyrm breathes fire!
Saving game...