Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Assassin 1.3.3Reworks the Rogue class. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 35 / 22% |
| Size | small |
| Lifes / Deaths | Killed by Islyrethra the sandworm destroyer at level 28 on the 2nd Flare 122nd year of Ascendancy at 20:19 6 / 1 |
Primary Stats
| Strength | 62 (base 60) |
| Dexterity | 66 (base 60) |
| Constitution | 63 (base 60) |
| Magic | 48 (base 44) |
| Willpower | 77 (base 60) |
| Cunning | 83 (base 60) |
Resources
| Life | 1923/1900 |
| Hate | 106/106 |
| Healing Factor | 1 |
| Regeneration | 5.54 |
Speed
| Mental | +29.3% |
| Attack | +29.3% |
| Movement | +126.5% |
| Spell | +29.3% |
| Global | +139.65% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 43 |
| Crit Chance | 59% |
| APR | 37 |
| Speed | 0.77 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 43 |
| Crit Chance | 52% |
| APR | 29 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 65.5 |
| Crit Chance | 48% |
| Speed | 0.77339520494973 |
Offense: Mind
| Mindpower | 89.42 |
| Crit Chance | 74% |
| Speed | 0.77339520494973 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 20.05 (30%) |
| Defense | 30.925 |
| Ranged Defense | 31.925 |
| Fatigue | 0 |
| Physical Save | 45.8 |
| Spell Save | 34.7 |
| Mental Save | 52.883333333333 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 60% |
| Confusion Resistance | 100% |
| Fear Resistance | 30% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Gesture of Pain |
| talent | Call Shadows |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 106 damage from the next 1.9 attack(s) with a 10% chance to counterattack. Guarded |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
Equipment
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloudradiance the linen wizard hat (Madness) (1 def, 0 armour) Cloudradiance the linen wizard hat (Madness) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +6 Cun / +9 Wil Changes resistances: +9% lightning / +7% temporal Critical mult.: +5.00% Mental save: +12 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Spellpower: +2 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Madness It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 342 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Blastguile (Misfortune) (0 def, 1 armour) Blastguile (Misfortune) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 30% chance to daze Damage (Melee): 7 blight / 7 darkness Damage when hit (Melee): 4 light Changes stats: +3 Str Changes resistances: +6% blight / +6% darkness / +3% light Changes resistances penetration: +5% lightning Changes damage: +4% blight / +4% darkness / +3% lightning Light radius: +1 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
| On fingers | Ulfylen UlfylenInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 5 bleed Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +3 Con Changes resistances penetration: +5% mind Changes damage: +24% mind / +3% arcane Physical save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
| In main hand | pulsing mindstar 'Stormclash' (Madness) (13.5-14.85 power, 32 apr, nature damage) pulsing mindstar 'Stormclash' (Madness) (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. The set is complete. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +11.5% Attack speed: 100% On weapon hit: * 13% chance to corrode armour * Slows global speed by 13% * 40% chance to cause random gloom Damage (Melee): +8 lightning / +4 fire Burst (radius 1) on hit: +8 fire When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +7% nature Changes resistances penetration: +10% lightning / +5% nature / +10% mind Changes damage: +7% nature Talent mastery: +0.10 Wild-gift / Harmony Life regen: +0.00 Equilibrium when hit: +1.50 Mindpower: +24 (+5 eff.) Mental crit. chance: +4% Life regen bonus (wilder-summons): +4.00 Curse of Madness It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Hathithel the hardened leather belt (Madness) Hathithel the hardened leather belt (Madness)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Dex / +1 Mag / +1 Con Changes resistances: +7% acid / +3% temporal / +9% light / +17% fire / +16% cold / +5% lightning Physical save: +11 (+4 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +1 Curse of Madness A belt that goes around your waist. |
| In off hand | thorny mindstar 'Runuthel' (Shrouds) (9-9.9 power, 24 apr, mind damage) thorny mindstar 'Runuthel' (Shrouds) (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural mindstar calls for a summoner. The set is complete. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +5 Cun / +2 Con Changes resistances: +17% mind Changes resistances penetration: +4% acid / +7% fire / +7% cold / +5% physical Changes damage: +13% acid / +9% fire / +8% cold / +17% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +14.00% Mental save: +5 (+2 eff.) Equilibrium when hit: +1.10 Psi when hit: +0.12 Maximum psi: +24.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +6% Life regen bonus (wilder-summons): +3.00 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Galepall the linen cloak (Madness) (1 def, 6 armour) Galepall the linen cloak (Madness) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 12 lightning / 12 blight Changes stats: +2 Str / +2 Con Changes resistances: +6% lightning / +12% cold Changes resistances penetration: +15% blight Changes damage: +3% blight Physical save: +7 (+2 eff.) Maximum life: +52.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (Misfortune) (12 def, 8 armour) Robe of Force (Misfortune) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune It can be used to send out a range 5 beam of kinetic energy, dealing 66.69 to 83.37 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Lelydunadig (Madness) (6-6.6 power, 14 apr, nature damage) Lelydunadig (Madness) (6-6.6 power, 14 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 6.0 - 6.6 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +14 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +6% mind / +6% darkness Changes damage: +7% mind / +7% darkness Critical mult.: +8.00% Life regen: +1.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mardegar the mossy mindstar (Corpses) (2.5-2.75 power, 12 apr, nature damage) Mardegar the mossy mindstar (Corpses) (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +1 Str / +4 Con Changes resistances: +7% acid Changes resistances penetration: +6% acid Changes damage: +7% acid / +3% mind Critical mult.: +5.00% Life regen: +1.20 Maximum life: +15.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (Madness) (7-7.7 power, 15 apr, nature damage) Serpent's Glare (Madness) (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 225.52 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar (Nightmares) (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (Nightmares) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Nightmares) (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (Nightmares) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Silk Current (Madness) (12 def, 0 armour) Silk Current (Madness) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% Curse of Madness This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (Madness) (0 def, 0 armour) linen robe (Madness) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindvault (Madness) (1 def, 2 armour) Blindvault (Madness) (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 9 acid / 9 fire / 16 light Changes resistances: +11% acid / +3% darkness / +13% fire / +15% light / +17% lightning Curse of Madness A suit of armour made of leather. |
Halaromirath the Eclipseidol (Nightmares) (7 def, 4 armour) Halaromirath the Eclipseidol (Nightmares) (7 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +7 (+4 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 5 light Changes stats: +5 Str / +5 Dex / +2 Wil Changes resistances: +13% blight / +14% darkness / +6% mind Changes resistances penetration: +5% mind Changes damage: +12% darkness / +3% mind Physical save: +9 (+3 eff.) Light radius: +2 Curse of Nightmares A suit of armour made of leather. |
Shadestrider (Madness) Shadestrider (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes resistances: +6% lightning / +6% temporal / +3% mind Changes resistances penetration: +10% darkness Reduces incoming crit damage: 5.00% Physical save: +10 (+3 eff.) Spell save: +6 (+3 eff.) Blindness immunity: +15% Size category: +1 Curse of Madness A belt that goes around your waist. |
Breezepeal (Nightmares) (0 def, 3 armour) Breezepeal (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +5% mind Changes damage: +18% nature / +9% mind Curse of Nightmares It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Firemight' (Corpses) (0 def, 1 armour) rough leather cap 'Firemight' (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 blight / 6 physical Changes stats: +3 Str Changes resistances: +12% fire / +6% cold Spell save: +18 (+8 eff.) Vim when firing critical spell: +5.00 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 207.1 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
37 alchemist agate 37 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 241/400. 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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
Level 10 (Uniques)
Got a character to level 10.By Dooooooooooomed the Yeek Doomed level 10
78th Pyre 122nd year of Ascendancy at 10:56 see stats
Level 20 (Uniques)
Got a character to level 20.By Dooooooooooomed the Yeek Doomed level 20
2nd Flare 122nd year of Ascendancy at 08:29 see stats
Level 30 (Uniques)
Got a character to level 30.By Dooooooooooomed the Yeek Doomed level 30
3rd Flare 122nd year of Ascendancy at 03:26 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Dooooooooooomed the Yeek Doomed level 33
3rd Flare 122nd year of Ascendancy at 10:32 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Dooooooooooomed the Yeek Doomed level 22
2nd Flare 122nd year of Ascendancy at 13:04 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Dooooooooooomed the Yeek Doomed level 33
3rd Flare 122nd year of Ascendancy at 09:49 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Dooooooooooomed the Yeek Doomed level 19
2nd Flare 122nd year of Ascendancy at 07:32 see stats
Log
You gain 0.98 gold from the transmogrification of barbed pouch of dwarven-steel shots (24/24, 36-43.2 power, 3 apr).
You gain 1.91 gold from the transmogrification of quiver of yew arrows of daylight (20/20, 29.5-41.3 power, 10 apr).
You gain 2.10 gold from the transmogrification of high-capacity quiver of yew arrows of accuracy (48/48, 30.5-42.7 power, 10 apr).
You gain 15.10 gold from the transmogrification of Duraregotar the Bleakbender (15/15, 30-42 power, 15 apr).
You gain 2.86 gold from the transmogrification of mighty hardened leather sling of lightning (Corpses).
You gain 1.70 gold from the transmogrification of fungal yew longbow (Corpses).
You gain 3.16 gold from the transmogrification of insidious dwarven-steel dagger of projection (Shrouds) (18-23.4 power, 7 apr).
You gain 2.06 gold from the transmogrification of insidious dwarven-steel dagger (Misfortune) (17-22.1 power, 7 apr).
You gain 21.23 gold from the transmogrification of Strikewyrd the dwarven-steel dagger (Madness) (27.5-35.75 power, 14 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel longsword of massacre (Shrouds) (30-42 power, 4 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel longsword of amnesia (Misfortune) (25-35 power, 4 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel longsword 'Bilewasp' (Nightmares) (25-35 power, 14 apr).
You gain 1.45 gold from the transmogrification of acidic steel greatsword (Nightmares) (22-35.2 power, 2 apr).
You gain 10.98 gold from the transmogrification of Mayygalaith (Corpses) (41-61.5 power, 2 apr).
You gain 2.57 gold from the transmogrification of yew starstaff of might (Misfortune) (20-24 power, 4 apr, light element).
You gain 3.07 gold from the transmogrification of shimmering yew vilestaff (Nightmares) (20-24 power, 4 apr, darkness element).
You gain 3.39 gold from the transmogrification of potent yew starstaff of projection (Misfortune) (24-28.8 power, 4 apr, physical element).
You gain 2.64 gold from the transmogrification of shimmering ash magestaff (Madness) (15-18 power, 3 apr, cold element).
You gain 2.44 gold from the transmogrification of wizard's gold ring of power.
You gain 0.25 gold from the transmogrification of gold amulet.
You gain 2.21 gold from the transmogrification of vision rune of the duelist (radius 12; dur 23; see horror).
You gain 1.80 gold from the transmogrification of acid wave rune of the duelist (135 acid damage; dur 5; apply 53).
You gain 2.42 gold from the transmogrification of insidious poison infusion of the sneak (49 nature damage, 30% healing reduction).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (resist 35%; cure physical).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Dooooooooooomed deactivates Call Shadows.
Dooooooooooomed deactivates Gesture of Pain.
