









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.5.10Allows 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. Ashes of Urh'Rok 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines 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: 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 Embers of Rage 1.5.0Official 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 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 18 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 18 on the 42nd Haze 122nd year of Ascendancy at 00:54 / 1 |
Primary Stats
| Strength | 26 (base 16) |
| Dexterity | 10 (base 10) |
| Constitution | 31 (base 28) |
| Magic | 51 (base 46) |
| Willpower | 22 (base 10) |
| Cunning | 14.6 (base 13) |
Resources
| Life | -7/570 |
| Insanity | 59/100 |
| Healing Factor | 1.2567164179104 |
| Regeneration | 2.8276119402984 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 10 |
| Crit Chance | 5% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +11% |
| Darkness | +31% |
| Fire | +15% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +28% |
| Light | +15% |
| Temporal | +8% |
| Fire | +15% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 25.647187283725 (39.629139072848%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 3 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 23%( 70%) |
| Darkness | + 10%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
| beneficial effect | 2 stacks, +6% to all damage dealt. Chaos Orbs |
| detrimental effect | The target is poisoned, taking 52.35 nature damage per turn. Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Amibers' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Acc +6 (+6 eff.) Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +2% physical +6% cold +6% fire Max.HP +30.00 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 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. |
| On head | Morningparry (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Res.pen +15% light ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +3% darkness +3% fire +5% arcane +9% light Spell.save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Carrionrock (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Mag +4 Wil dps ---------- Res.pen +25% nature ----- def ----- Fatigue -5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
| Around waist | grounding rough leather belt of valiance1.0 T1 belt armor [Ego+] Nature/Psionic While equipped: Stats +1 Wil ----- def ----- Resists +5% lightning +6% temporal Mind.save +5 (+3 eff.) Max.HP +43.00 A belt that goes around your waist. |
| In main hand | earthen yew starstaff of channeling (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+7 eff.) Dmg.mod +20% darkness ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+2 eff.) ---------- misc Mana/turn +0.19 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Porossra the Blindwake (0 def, 2 armour)1.5 T3 hands armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Melee+ 5 acid 5 fire 6 lightning 6 cold Dmg.mod +9% fire Res.pen +20% darkness +15% fire ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Max.HP +48.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of leather. |
| Cloak | Balancewedge (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+1 eff.) Resists +9% nature +3% temporal +5% arcane +3% darkness Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Urthezor'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +1 Wil dps ---------- Spell.crit +4% Melee Ret 4 mind ----- def ----- Resists +11% temporal Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +16 (+8 eff.) Pinning- +20% Knockbk- +28% ---------- misc Max.mana +20.00 Amulets can have magical properties. |
Inventory
wild infusion (resist 14%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
grounding copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
savior's gold ring of corrosion (+30%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Resists +30% acid Phys.save +10 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+5 eff.) Rings can have magical properties. |
elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatmaul (43.5-65.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 43.5 - 65.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul 'Bethovea' (52-78 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 52.0 - 78.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Wil +3 Mag dps ---------- Dmg.mod +15% mind ----- def ----- Resists +3% mind ---------- misc Infravis +2 Telepathy Humanoid/Orc Massive two-handed mauls. |
Ivata the Nightlady (17.5-24.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +12 darkness +4 mind On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% mind One-handed war axes. |
steel waraxe of phasing (13-18.2 power, 10 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +10 Crit +4.0% Atk.spd 100% Phasing +17% One-handed war axes. |
balanced dwarven-steel dagger (20-26 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +7 (+5 eff.) Disarm- +18% Sharp, short and deadly. |
Plaguemalice the thorny mindstar (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +20 mind On Hit: * 20% chance to cause random gloom While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +17.00% Mind.pwr +6 (+3 eff.) Melee Ret 8 nature ----- def ----- Resists +12% nature 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. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+4 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, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 52.78 physical damage, inflicting bleeding for another 26.39 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
hardened leather armour 'Kilnparry' (3 def, 6 armour)9.0 T3 light armor [Rare] Psionic While equipped: Stats +5 Str +7 Cun dps ---------- Res.pen +20% fire ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +7% mind Mind.save +12 (+6 eff.) ---------- misc Infravis +2 Telepathy Demon/Minor Demon/Major A suit of armour made of leather. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% A suit of armour made of mail. |
dwarven-steel mail armour 'Flowerthorn' (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% nature +20% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +13% darkness +6% fire +6% nature +13% light A suit of armour made of mail. |
Adota the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +3.00% Phys.pwr +2 (+1 eff.) Acc +8 (+8 eff.) ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 ---------- misc Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Cyrydara1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% blight +3% arcane Res.pen +25% blight Melee Ret 16 blight ----- def ----- Defense +17 (+10 eff.) Stealth +8 A belt that goes around your waist. |
hardened leather belt 'Branirim'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +7% ----- def ----- Resists +7% acid +7% fire +7% cold +7% lightning Mind.save +20 (+10 eff.) Heal/summ +30 ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 A belt that goes around your waist. |
Blindquench the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Crit.mult +3.00% Res.pen +15% physical ----- def ----- Defense +1 (+1 eff.) Resists +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightcut the pair of hardened leather boots (4 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to blind ----- def ----- Armour +3 Defense +4 (+3 eff.) Rng.Def +5 (+4 eff.) Fatigue +3% Resists +9% lightning ---------- misc Light +2 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
Layonor the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +6 Cun +3 Mag ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 See.Invis +3 Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayota (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% mind +3% blight Spell.save +30 (+12 eff.) Max.HP +40.00 Poison- +10% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
grounding iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Nimbusnight' (0 def, 3 armour) =water=3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 20 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Burnraven' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% fire Melee Ret 12 mind ----- def ----- Armour +4 Fatigue +4% Resists +9% mind +15% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
opal0.0 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. |
68 alchemist agate0.0 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Nerumitira' (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Apr +8 ----- def ----- Resists +9% blight +3% temporal Phys.save +9 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +20 (+10 eff.) Die.at -20.00 life Silence- +5% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Eilinariassra the elm wand of conjuration [power 91] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% cold +15% nature +3% light Spell.save +9 (+4 eff.) Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Achennc the Cornac Cultist of Entropy level 11
6th Dusk 122nd year of Ascendancy at 19:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Achennc the Cornac Cultist of Entropy level 10
7th Flare 122nd year of Ascendancy at 12:16 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Achennc the Cornac Cultist of Entropy level 18
7th Haze 122nd year of Ascendancy at 01:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Achennc the Cornac Cultist of Entropy level 13
16th Dusk 122nd year of Ascendancy at 09:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Achennc the Cornac Cultist of Entropy level 9
3rd Flare 122nd year of Ascendancy at 01:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Achennc the Cornac Cultist of Entropy level 17
35th Dusk 122nd year of Ascendancy at 17:29 see stats
Log
Achennc's Reality Fracture hits Giant spider for 13 temporal, 17 darkness (30 total damage).
Achennc loses 33 health to the entropy.
Talent Dark Whispers is ready to use.
Talent Rift Cutter is ready to use.
Poison from Giant spider hits Achennc for 46 nature damage.
Achennc receives 16 healing.
Achennc's Reality Fracture hits Giant spider for 10 temporal, 12 darkness (22 total damage).
Achennc uses Infusion: Movement.
Achennc is moving freely.
Achennc slows down.
Achennc is moving at extreme speed!
Achennc fails to disarm a trap (Achennc's void rift).
Achennc loses 33 health to the entropy.
Poison from Giant spider hits Achennc for 46 nature damage.
Achennc receives 16 healing.
Achennc casts Reverse Entropy.
Achennc's is no longer wasting away.
Achennc slows down.
Achennc has finished recovering.
Talent Reality Fracture is ready to use.
Poison from Giant spider hits Achennc for 46 nature damage.
Poison from Giant spider hits Achennc for 46 nature damage.
Saving game...
























































































