











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. 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:
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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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 | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 32 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Siletta the corrupted acidic digestor at level 32 on the 42nd Regrowth 123rd year of Ascendancy at 15:57 / 1 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 16 (base 12) |
| Constitution | 23 (base 12) |
| Magic | 64 (base 60) |
| Willpower | 61 (base 57) |
| Cunning | 26 (base 18) |
Resources
| Mana | 372/391 |
| Equilibrium | 0 |
| Insanity | 0/100 |
| Life | -179/1068 |
| Positive | 123/123 |
| Paradox | 626 |
| Psi | 131/131 |
| Healing Factor | 1.52103626943 |
| Regeneration | 11.027512953368 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 27 |
| Crit Chance | 27% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 27 |
| Crit Chance | 28% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 15% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Temporal | +43% |
| Acid | +9% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +12% |
| Physical | +10% |
| Temporal | +12% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 30 |
| Ranged Defense | 34 |
| Fatigue | 12 |
| Physical Save | 38 |
| Spell Save | 40 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 18%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 15%( 70%) |
| Fire | + 28%( 70%) |
| Mind | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 100% |
| Teleport Resistance | 25% |
| Blind Resistance | 79% |
| Silence Resistance | 47% |
| Disarm Resistance | 53% |
| Pinning Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 54% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 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 308 damage for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Oblivion | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Madness | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Flux | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Quicken Spells |
| talent | Kinetic Shield |
| talent | Reality Smearing |
| talent | Power Overwhelming |
| talent | Spellcraft |
| talent | Hymn of Perseverance |
| talent | Charged Shield |
| talent | Beyond the Flesh |
| detrimental effect | The target is wasting away from entropic forces, taking 57 damage per turn. Entropic Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 12. 6 Fateweaver |
| detrimental effect | Your body is cauterizing, burning for 8.84 damage each turn. Cauterize |
| detrimental effect | Damage received in the past is returned as 30.53 paradox damage per turn. Reality Smearing |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
| beneficial effect | The target's defense and saves have been increased by 12. 6 Spin |
| beneficial effect | Displacing 30% of all damage on to a random enemy. Webs of Fate |
| beneficial effect | The target is being grounded in the timeline and is healing 29.80 life per turn. Attenuate |
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 unlocked the hall of reflections. * 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: 130. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed orc heart. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of greater demon bile. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
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 | cruel yew starstaff of illumination (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Defense: +5 (+2 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Emelarinor' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+4 eff.) Armour: +2 Changes stats: +4 Str / +4 Con Physical save: +30 (+11 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum life: +50.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Uradas the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +6% acid Blindness immunity: +15% Disease immunity: +20% Stun/Freeze immunity: +10% Maximum life: +46.00 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 | hardened leather cap 'Xywe' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +9 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +4 Dex / +3 Con Maximum life: +50.00 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 62.4 Physical damage. If the attack hits, the target is confused (30% 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. This object's appearance was changed to Quasit's Skull. |
| On feet | pair of rough leather boots 'Siledhebeth' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% blight / +6% mind / +3% darkness Mental save: +9 (+3 eff.) Disease immunity: +5% Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +21% Only die when reaching: -20.00 life A pair of boots made of leather. This object's appearance was changed to The Warped Boots. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | AruldariataInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +9% mind Changes damage: +9% acid Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Silence immunity: +25% Confusion immunity: +32% Stun/Freeze immunity: +10% Rings can have magical properties. |
| On fingers | GudaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +20% fire / +3% blight / +3% temporal Changes damage: +10% fire Spell save: +6 (+2 eff.) Disarm immunity: +53% Pinning immunity: +48% Knockback immunity: +44% Maximum life: +46.00 Rings can have magical properties. |
| Around neck | SilygalaithInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +6 (+3 eff.) Changes stats: +4 Con Changes resistances: +2% physical / +14% light / +16% darkness Changes resistances penetration: +10% physical Blindness immunity: +24% Only die when reaching: -80.00 life Healing mod.: +10% Amulets can have magical properties. |
| In main hand | magewarrior's short ash starstaff of channeling (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +6.0% Physical power: +7 (+4 eff.) Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +8.00% Mana each turn: +0.12 Spellpower: +19 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Staff of Destruction. |
| Around waist | Arcwreck the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +12% blight / +9% cold / +3% temporal Stun/Freeze immunity: +15% Maximum life: +32.00 A belt that goes around your waist. |
| In off hand | creative thorny mindstar of life (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +17.00% Life regen: +0.50 Maximum life: +26.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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 | Yarysin (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Critical mult.: +20.00% Knockback immunity: +10% Teleport immunity: +25% Equilibrium when hit: +0.12 Maximum hate: +4.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloth of Dreams. |
| Main armor | troll-hide hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +6.50 Maximum life: +73.00 Healing mod.: +32% A suit of armour made of leather. This object's appearance was changed to Rags of the Sanctuary. |
Inventory
healing infusion of the wizard (heal 213)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. 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. |
This item will automatically be transmogrified when you leave the level.schematic: Shocking Touch Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
BurnhueCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +5 Wil / +6 Cun / +7 Con Changes resistances: +3% acid / +9% fire / +5% arcane Mental save: +16 (+5 eff.) Confusion immunity: +31% Life regen: +0.70 Stamina each turn: +0.50 Mindpower: +18 (+6 eff.) Movement speed: +10% Amulets can have magical properties. |
FlashbornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +13 Str / +5 Dex Changes damage: +6% lightning Stamina each turn: +0.80 Amulets can have magical properties. |
Bloodcaller =Leech=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Lightquench the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Damage when hit (Melee): 12 light Changes stats: +5 Cun / +5 Dex Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +12% fire Light radius: +3 Rings can have magical properties. |
PyrefiendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 arcane Changes stats: +3 Str Changes resistances: +5% arcane / +9% fire Changes damage: +3% arcane / +18% fire Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +31.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.surging dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Saloth the Coalmistress Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * 40% chance to inflict 15% damage reduction Travel speed: +600% Damage (Ranged): +17 fire Attacks use: 2.0 Steam When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% blight / +6% temporal / +15% lightning Changes damage: +16% fire Mental save: +6 (+2 eff.) Poison immunity: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm Waters =HealRes=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
insulating pair of rough leather boots of spellbinding (0 def, 1 armour) =CD=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag Changes resistances: +6% cold / +6% fire Spell save: +2 (+1 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Dregorath (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +8 Cun Changes resistances: +9% temporal / +12% nature / +6% cold Physical save: +6 (+3 eff.) Mental save: +13 (+4 eff.) Blindness immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
rough leather cap 'Arowe' (9 def, 7 armour) =Water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +1% Changes resistances: +6% cold / +4% physical / +6% darkness / +6% fire Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun helm of dexterity (+8) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
120 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. |
3 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. |
Kindlemire (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +12 Fatigue: -8% Effects on melee hit: * 15% chance to corrode armour by 30% * 15% chance to blind Changes stats: +7 Str Changes resistances penetration: +10% acid When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Wintertide Phial =Cleanse=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 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. |
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. |
quick dwarven-steel torque of psychoportation [power 31] (21 cooldown) =Tele=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 31), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Degenerate Strategy the Cornac Adventurer level 10
37th Dusk 122nd year of Ascendancy at 20:47 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Degenerate Strategy the Cornac Adventurer level 23
4th Allure 123rd year of Ascendancy at 06:29 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Degenerate Strategy the Cornac Adventurer level 26
13rd Regrowth 123rd year of Ascendancy at 18:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Degenerate Strategy the Cornac Adventurer level 10
37th Dusk 122nd year of Ascendancy at 20:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Degenerate Strategy the Cornac Adventurer level 20
74th Haze 122nd year of Ascendancy at 02:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Degenerate Strategy the Cornac Adventurer level 30
29th Regrowth 123rd year of Ascendancy at 09:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Degenerate Strategy the Cornac Adventurer level 17
32nd Haze 122nd year of Ascendancy at 20:19 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Degenerate Strategy the Cornac Adventurer level 32
42nd Regrowth 123rd year of Ascendancy at 14:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Degenerate Strategy the Cornac Adventurer level 9
30th Dusk 122nd year of Ascendancy at 07:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Degenerate Strategy the Cornac Adventurer level 7
9th Flare 122nd year of Ascendancy at 11:14 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Degenerate Strategy the Cornac Adventurer level 20
74th Haze 122nd year of Ascendancy at 15:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Degenerate Strategy the Cornac Adventurer level 22
8th Decay 122nd year of Ascendancy at 15:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Degenerate Strategy the Cornac Adventurer level 16
71st Dusk 122nd year of Ascendancy at 18:23 see stats
Log
Degenerate Strategy emerges from a space-time rift!
Degenerate Strategy casts Induce Anomaly.
Casts Anomaly Entomb.
You've moved to another time thread.
Degenerate Strategy casts Bathe in Light.
Degenerate Strategy's entropic storm hits Dredgling for 9 darkness, 6 temporal (15 total damage).
Degenerate Strategy's entropic storm hits Dredgling for 9 darkness, 9 temporal (18 total damage).
Degenerate Strategy's entropic storm hits Siletta the corrupted acidic digestor for 6 darkness, 9 temporal (15 total damage).
Degenerate Strategy loses 42 health to the entropy.
Degenerate Strategy causes a spacetime hiccup.
Degenerate Strategy converts damage to paradox!
Cauterize hits Degenerate Strategy for 7 fire damage.
Shield of Light hits Aeryba the corrupted acidic digestor for 9 healing, 9 healing (0 total damage) [19 healing].
Degenerate Strategy receives 45 healing from Attenuate from Degenerate Strategy.
Attenuate from Degenerate Strategy hits Aeryba the corrupted acidic digestor for 53 temporal damage.
Nihil from Degenerate Strategy hits Aeryba the corrupted acidic digestor for 2 temporal damage.
Reality Smearing hits Degenerate Strategy for (3 converted) damage.
Degenerate Strategy's Beyond the Flesh hits Dredgling for 35 physical damage.
Degenerate Strategy converts damage to paradox!
Siletta the corrupted acidic digestor's acid area effect hits Dredgling for 6 acid damage.
Siletta the corrupted acidic digestor's acid area effect hits Degenerate Strategy for (3 to psi shield), (1 webs of fate), (1 converted), 1 acid (1 total damage).
Webs of Fate hits Dredgling for 1 acid damage.
Siletta the corrupted acidic digestor uses Lucid Shot.
Degenerate Strategy converts damage to paradox!
Dredgling hits Degenerate Strategy for (21 to psi shield), (5 webs of fate), (4 converted), 9 physical (9 total damage).
Degenerate Strategy hits Dredgling for 7 physical, 18 darkness (25 total damage).
Webs of Fate hits Dredgling for 5 physical damage.
Siletta the corrupted acidic digestor's Lucid Shot performs a ranged critical strike against Degenerate Strategy!
Saving game...





























































































