





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. 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. Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. Hulk! 1.4.8 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:
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:
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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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: Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 | Madness Roguelike |
Sex | Male |
Race | Drem |
Class | Berserker |
Level / Exp | 50 / 1423298% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 68 (base 60) |
Constitution | 61 (base 60) |
Magic | 12 (base 10) |
Willpower | 18 (base 10) |
Cunning | 64 (base 60) |
Resources
Life | 29380/29380 |
Stamina | 1002/1002 |
Healing Factor | 1.3311688311688 |
Regeneration | 384.01461693972 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +245% |
Spell | +200% |
Global | +345% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 34 |
See Stealth | 175.02338925814 |
See Invisible | 175.02338925814 |
Offense: Mainhand
Damage | 1093 |
Accuracy | 167 |
Crit Chance | 106% |
APR | 171 |
Speed | 0.33 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 18% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 92 |
Crit Chance | 21% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +98% |
Blight | +125% |
Arcane | +116% |
Cold | +98% |
Lightning | +98% |
Darkness | +98% |
Light | +98% |
Temporal | +98% |
Physical | +98% |
Mind | +98% |
Fire | +98% |
Nature | +98% |
Offense: Damage Penetration
Acid | +98% |
Blight | +98% |
Arcane | +98% |
Cold | +98% |
Lightning | +98% |
Darkness | +98% |
Light | +98% |
Temporal | +98% |
Physical | +98% |
Mind | +98% |
Fire | +98% |
Nature | +98% |
Defense: Base
Armour (hardiness) | 168 (100%) |
Defense | 103 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 168 |
Spell Save | 248 |
Mental Save | 199 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +113%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 45 and cleanse 1 wound and 1 poison effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 100 damage for 5 turns. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 19.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 20.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 20.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Drem | 20.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 7.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 23.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | The thrill of combat improves the target's maximum life by 42%, life regeneration by 127.30, and stamina regeneration by 25.46. Bloodbath |
beneficial effect | Kroshkkur is still under threat from The Maggot. Save Kroshkkur |
Quests
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 to destroy the Worm's neural spine. | active |
Equipment
Main armor | ![]() Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes stats: +4 Cun Mental save: +22 (+2 eff.) A suit of armour made of leather. |
Light source | ![]() 2.00 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 | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +13 Str / +7 Dex / +5 Wil Changes resistances: +20% light / +18% darkness Changes damage: +27% blight / +18% arcane Mental save: +10 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 94.5 - 151.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +23 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage Shield penetration (this weapon only): +70% When wielded/worn: Changes stats: +4 Wil Equilibrium when hit: +0.16 Mental crit. chance: +3% Massive two-handed swords. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Umbrasweep of the Blightspawn (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 5). Damage (Melee): +32 nature / +32 temporal Burst (radius 1) on hit: +12 physical When wielded/worn: Physical crit. chance: +3.0% Physical power: +14 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +26% Only die when reaching: -80.00 life Maximum stamina: +15.00 Talent on hit(spell): Netherblast (20% chance level 5). Sharp, long, and deadly. |
![]() dwarven-steel longsword 'Ce'Norialle' (24.5-34.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stats: 40% Wil, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +20% blight Changes damage: +9% blight Spell save: +18 (+1 eff.) Mana each turn: +0.08 Damage Shield penetration: +50% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
![]() Runeldil (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +3 Wil Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +10% temporal Changes damage: +15% arcane / +9% temporal Spellpower: +9 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() Runarab the vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 fire / 8 temporal Changes resistances: +10% fire Changes resistances penetration: +15% temporal / +10% fire Changes damage: +6% temporal / +11% fire Spell save: +30 (+2 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +5% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Global speed: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
![]() Porobrera the yew magestaff (20-24 power, 8 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Armour: +7 Defense: +7 (+1 eff.) Maximum wards: +2 arcane Changes damage: +20% arcane / +18% physical Talents granted: +4 Ward +1 Command Staff Life regen: +0.60 Only die when reaching: -80.00 life Maximum life: +30.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Healing mod.: +40% Staves designed for wielders of magic, by the greats of the art. |
![]() Runarach the Sewerwilter (31.5-44.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +28 nature When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% mind Changes damage: +9% nature Mindpower: +6 (+1 eff.) One-handed war axes. |
![]() Bethyyassra the Stokeserpent (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +5 Cun Changes resistances: +12% temporal Changes resistances penetration: +15% temporal Changes damage: +9% blight / +9% fire / +15% temporal Critical mult.: +14.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Glinttooth the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +2 Wil Changes resistances: +9% temporal Changes resistances penetration: +15% light Physical save: +9 (+1 eff.) Mental save: +11 (+1 eff.) Confusion immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Helm of the Dominated (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+3 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() Earikor (9 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +16% Changes resistances: +24% lightning / +6% light / +15% mind Physical save: +18 (+2 eff.) Confusion immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() steel shield of lightning resistance (+17%) (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +17% lightning Talent granted: +2 Block Handheld deflection devices. |
![]() 0.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 14 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. |
![]() Powered 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. |
![]() Lelumnir (24/24, 20-24 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 24 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +28 physical Burst (radius 1) on hit: +20 physical Burst (radius 2) on crit: +8 temporal When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Toxinbutcher (22/22, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon hit: * Slows global speed by 40% Damage (Ranged): +18 cold / +28 nature Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +20 nature / +9 cold Shots are used with slings to pummel your foes to death. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 1 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() Stormbender the yew totem of cure ailments [power 3] (1 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 12 blight Changes resistances penetration: +25% lightning Changes damage: +12% nature It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
Achievements
By drempal the Drem Berserker level 9
19th Voratun 122nd year of Ascendancy at 15:25 see stats
By drempal the Drem Berserker level 10
19th Voratun 122nd year of Ascendancy at 15:25 see stats
By drempal the Drem Berserker level 20
19th Voratun 122nd year of Ascendancy at 15:25 see stats
By drempal the Drem Berserker level 30
19th Voratun 122nd year of Ascendancy at 15:25 see stats
By drempal the Drem Berserker level 40
19th Voratun 122nd year of Ascendancy at 15:25 see stats
By drempal the Drem Berserker level 50
19th Voratun 122nd year of Ascendancy at 15:25 see stats
By drempal the Drem Berserker level 50
2nd Acquisition 122nd year of Ascendancy at 16:29 see stats
By drempal the Drem Berserker level 50
2nd Acquisition 122nd year of Ascendancy at 13:33 see stats
By drempal the Drem Berserker level 50
2nd Acquisition 122nd year of Ascendancy at 13:33 see stats
By drempal the Drem Berserker level 50
2nd Acquisition 122nd year of Ascendancy at 13:36 see stats
By drempal the Drem Berserker level 4
19th Voratun 122nd year of Ascendancy at 15:25 see stats
By drempal the Drem Berserker level 2
16th Voratun 122nd year of Ascendancy at 11:00 see stats
Log
Golem (servant of Ce'Norevea the half formed drem) is dazed!
Golem (servant of Ce'Norevea the half formed drem) is not dazed anymore.
drempal hits Golem (servant of Ce'Norevea the half formed drem) for (100 absorbed), 1314 physical, 126 physical (1441 total damage).
drempal performs a melee critical strike against Golem (servant of Ce'Norevea the half formed drem)!
drempal performs a melee critical strike against Golem (servant of Ce'Norevea the half formed drem)!
drempal hits Golem (servant of Ce'Norevea the half formed drem) for 4756 physical damage.
drempal killed Golem (servant of Ce'Norevea the half formed drem)!
drempal HEALS from blight damage!
Carrion worm mass's wormblight area effect hits drempal for 0 blight, 7 healing (0 total damage) [7 healing].
Drempal picks up (u.): Stormbender the yew totem of cure ailments [power 3] (1 cooldown).
Drempal picks up (l.): Earikor (9 def, 8 armour).
Lore found: strange picture
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: strange picture
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: strange picture
You can read all your collected lore in the game menu, by pressing Escape.
There is a back to the tunnels here (press '' or right click to use).
Saving game...
Saving done.
Drempal no longer revels in blood quite so much.