







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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: Forbidden Cults 1.6.0Official 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 27 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by ogre pounder at level 27 on the 1st Time of Balance 123rd year of Ascendancy at 17:06 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 32 (base 30) |
| Magic | 15 (base 10) |
| Willpower | 75 (base 45) |
| Cunning | 76 (base 45) |
Resources
| Life | -59/644 |
| Hate | 100/100 |
| Equilibrium | 48 |
| Psi | 155/155 |
| Healing Factor | 0.78336633663363 |
| Regeneration | 13.76163556584 |
Speed
| Mental | -25% |
| Attack | -25% |
| Movement | -27.216353490098% |
| Spell | -25% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 49 |
| Crit Chance | 32% |
| APR | 72 |
| Speed | 1.33 |
Offense: Offhand
| Damage | 104 |
| Accuracy | 49 |
| Crit Chance | 32% |
| APR | 72 |
| Speed | 1.33 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 21% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 46% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Lightning | +32% |
| Acid | +19% |
| Light | +25% |
| Nature | +48% |
| Darkness | +25% |
| Physical | +44% |
| Mind | +19% |
| All | +10% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +10% |
| Physical | +24% |
| Lightning | +20% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 25%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 25%( 70%) |
| Lightning | + 60%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -267 life. The duration and life will increase by 1% for every 1% life you have lost (currently 558 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.60 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Cursed / Shadows | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Advanced shadowmancy | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Punishments | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.60 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Dark sustenance | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Skate |
| talent | Deflection |
| talent | Psiblades |
| talent | Call Shadows |
| talent | Antimagic Shield |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Huge cut that bleeds, doing 71.68 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| beneficial effect | Doomed-Senpai is feeding from Aerabeth the elven warrior. Feeding |
| beneficial effect | You gain 33% resistance against lightning, fire and acid. Resolve |
| beneficial effect | Guarding against melee damage: Will dismiss up to 46 damage from the next 1.8 attack(s). Guarded |
| detrimental effect | The target is confused, acting randomly (chance 43%) and unable to perform complex actions. Confused |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 1 Slowed by 0% Damage per turn 78 |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+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 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 Possessed. | 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: 9. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed warg claw. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed vial of elder vampire blood. 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 honey tree root. * You've found the needed pouch of luminous horror dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 ice wyrm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 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! | 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 hardened leather boots 'Carrionbolt' (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: -5% Changes resistances: +18% cold Changes resistances penetration: +10% nature Changes damage: +6% nature Reduces incoming crit damage: 15.00% Maximum encumbrance: +26 Physical save: +7 (+4 eff.) Maximum life: +40.00 A pair of boots made of leather. This object's appearance was changed to Invisible. |
| Light source | UmbraphageRequires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 130, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 156.39 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. This item has been sent to the Item's Vault. |
| On head | Hailrupture the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 cold Changes stats: +2 Cun / +5 Wil Changes damage: +9% acid / +9% mind Mindpower: +4 (+1 eff.) Mental crit. chance: +1% A cap made of leather. This object's appearance was changed to Invisible. |
| On hands | Bethudhekira (30 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+10 eff.) Armour: +9 Defense: +30 (+10 eff.) Damage (Melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning / +12% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | savage's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+5 eff.) Life regen: +8.00 Maximum life: +46.00 Maximum stamina: +15.00 Healing mod.: +12% Rings can have magical properties. |
| On fingers | solipsist's steel ring of nature (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% nature Changes damage: +12% nature Mindpower: +6 (+1 eff.) Rings can have magical properties. |
| Around neck | stabilizing steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% temporal Pinning immunity: +24% Knockback immunity: +22% Amulets can have magical properties. |
| In main hand | mitotic pulsing mindstar of sand (13-14.3 power, 65 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar would symbiotize with another like it. The set is complete. Base power: 13.0 - 14.3 Uses stats: 98% Wil, 59% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +65 Crit. chance: +12.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 67% * 14% chance to reduce armor by 19% Damage (radius 2) on crit: +40 acid blind When wielded/worn: Damage (Melee): 13 physical Changes resistances: +8% physical Changes resistances penetration: +12% physical Changes damage: +11% physical Mindpower: +16 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | mitotic pulsing mindstar of sand (13-14.3 power, 65 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar would symbiotize with another like it. The set is complete. Base power: 13.0 - 14.3 Uses stats: 98% Wil, 59% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +65 Crit. chance: +12.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 67% * 14% chance to reduce armor by 19% Damage (radius 2) on crit: +40 insidious poison When wielded/worn: Damage (Melee): 13 physical Changes resistances: +8% physical Changes resistances penetration: +12% physical Changes damage: +11% physical Mindpower: +16 (+4 eff.) Mental crit. chance: +4% 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 | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | woollen robe 'Blastknave' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +9% all / +3% temporal Changes resistances penetration: +20% lightning / +10% temporal Changes damage: +3% lightning Mana each turn: +0.17 Psi each turn: +0.16 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 729%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 729% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 nature talent. |
This item will automatically be transmogrified when you leave the level.blink rune of the warrior (range 5; phase 18; cd 17) 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: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Eluvea (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 19% Damage (Melee): +8 arcane Damage (radius 1) on hit: +16 arcane When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% acid / +15% temporal Changes resistances penetration: +5% acid Critical mult.: +13.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
creative thorny mindstar (8-8.8 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: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +5.00% Mindpower: +6 (+1 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. |
thaloren rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil Changes resistances: +6% blight / +8% cold Allows you to breathe in: water Mental save: +6 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.radiant reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +13% blight / +19% cold / +14% darkness Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing stralite plate armour of natural resilience (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +29% nature / +28% blight Reduced damage from: +7% Unnatural A suit of armour made of metal plates. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide PhialPowered 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 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 202 power out of 328/400. 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) Activation costs 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. |
4 amethyst0.00 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Doomed-Senpai the Cornac Doomed level 19
31st Haze 122nd year of Ascendancy at 03:07 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Doomed-Senpai the Cornac Doomed level 20
21st Regrowth 123rd year of Ascendancy at 19:45 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Doomed-Senpai the Cornac Doomed level 16
45th Dusk 122nd year of Ascendancy at 17:09 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Doomed-Senpai the Cornac Doomed level 19
7th Regrowth 123rd year of Ascendancy at 13:41 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doomed-Senpai the Cornac Doomed level 19
31st Haze 122nd year of Ascendancy at 00:11 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Doomed-Senpai the Cornac Doomed level 10
7th Mirth 122nd year of Ascendancy at 05:52 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Doomed-Senpai the Cornac Doomed level 20
7th Regrowth 123rd year of Ascendancy at 13:46 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Doomed-Senpai the Cornac Doomed level 14
13rd Dusk 122nd year of Ascendancy at 15:49 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Doomed-Senpai the Cornac Doomed level 22
71st Regrowth 123rd year of Ascendancy at 04:50 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Doomed-Senpai the Cornac Doomed level 6
1st Mirth 122nd year of Ascendancy at 13:14 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Doomed-Senpai the Cornac Doomed level 24
72nd Regrowth 123rd year of Ascendancy at 18:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Doomed-Senpai the Cornac Doomed level 10
10th Mirth 122nd year of Ascendancy at 01:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doomed-Senpai the Cornac Doomed level 23
71st Regrowth 123rd year of Ascendancy at 15:54 see stats
Log
Aerabeth the elven warrior hits Doomed-Senpai for (46 gestured), (4 deflected), 6 physical, (10 antimagic), 0 acid, (12 antimagic), 0 fire, (93 deflected), 94 physical, (10 antimagic), 0 acid, (12 antimagic), 0 fire, (8 antimagic), 0 fire (100 total damage).
Mean looking elven guard performs a melee critical strike against Doomed-Senpai!
You fight through the pain! (+5 hate)
Melee retaliation strikes Mean looking elven guard in the darkness (+30% damage).
Mean looking elven guard hits Doomed-Senpai for 132 physical, (8 antimagic), 0 nature (132 total damage).
Melee retaliation hits Mean looking elven guard for 1 cold damage.
Ogre pounder uses Clinch.
Your hatred grows even as your life fades! (+4 hate)
Doomed-Senpai is grappled!
Ogre pounder is engaged in a grapple!
Melee retaliation strikes Ogre pounder in the darkness (+30% damage).
Melee retaliation hits Ogre pounder for (1 resist armour), 0 cold (0 total damage).
Ogre pounder hits Doomed-Senpai for 59 physical damage.
Ogre pounder starts to bleed.
Doomed-Senpai strikes Ogre pounder in the darkness (+30% damage).
Grappling hits Doomed-Senpai for 1 physical, 2 physical (4 total damage).
Doomed-Senpai hits Ogre pounder for (10 resist armour), 5 physical, (4 resist armour), 0 lightning, (10 resist armour), 9 physical (14 total damage).
Your hatred grows even as your life fades! (+4 hate)
Shadow casts Shadow Flames.
Shadow casts Shadow Flames.
Shadow's spell attains critical power!
Melee retaliation strikes Mean looking elven guard in the darkness (+30% damage).
Mean looking elven guard hits Doomed-Senpai for 76 physical, (8 antimagic), 0 nature (76 total damage).
Shadow hits Mean looking elven guard for 64 physical damage.
Ogre guard hits Shadow for 92 physical damage.
Melee retaliation hits Mean looking elven guard for 1 cold damage.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Saving game...
















































































