Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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: Possessor Bonus Class 1.5.0Donators/Buyers bonus! 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:
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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 1.4.8Donators/Buyers bonus! Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 More Taints 1.5.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. 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: Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 12 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 9 on the 79th Pyre 122nd year of Ascendancy at 15:50 0 / 5Killed by Ce'Nyrenne the white wolf at level 12 on the 7th Mirth 122nd year of Ascendancy at 09:55 Killed by Cyrylaith the brown bear at level 12 on the 7th Mirth 122nd year of Ascendancy at 10:26 Killed by Ce'Nyrenne the white wolf at level 12 on the 7th Mirth 122nd year of Ascendancy at 11:00 Killed by Ce'Nyrenne the white wolf at level 12 on the 7th Mirth 122nd year of Ascendancy at 11:10 |
Primary Stats
| Strength | 45 (base 35) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 36 (base 29) |
| Cunning | 15 (base 11) |
Resources
| Life | -2/377 |
| Hate | 99/100 |
| Healing Factor | 1.074347826087 |
| Regeneration | 1.9875434782609 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +313% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 20 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.08934837382 (81.030927835052%) |
| Defense | 16 |
| Ranged Defense | 21 |
| Fatigue | 23 |
| Physical Save | 22 |
| Spell Save | 22 |
| Mental Save | 26 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 5% |
| Confusion Resistance | 50% |
| Fear Resistance | 15% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 137 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| detrimental effect | The target is poisoned, taking 16.39 nature damage per turn. Deadly Poison |
| detrimental effect | Huge cut that bleeds, doing 3.15 physical damage per turn. Bleeding |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 27/27 damage shrugged off this turn) Rampaging |
| detrimental effect | The target is poisoned, taking 2.14 nature damage per turn and decreasing all heals received by 20%. Insidious Poison |
| detrimental effect | Damage reduced by 40%. To The Arms |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
Equipment
| On feet | pair of iron boots 'Barkwedge' (Nightmares) (3 def, 3 armour) pair of iron boots 'Barkwedge' (Nightmares) (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 4 nature Changes resistances: +5% arcane / +6% light Confusion immunity: +15% Stun/Freeze immunity: +5% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| On hands | scouring rough leather gloves (Madness) (0 def, 1 armour) scouring rough leather gloves (Madness) (0 def, 1 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects when hit in melee: * 16% chance to reduce effective powers by 20% * 15 arcane resource burn Spell save: +9 (+5 eff.) Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| On head | rough leather cap 'Yvuritha' (Corpses) (0 def, 1 armour) rough leather cap 'Yvuritha' (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Cun / +4 Wil Equilibrium when hit: +0.12 Mindpower: +8 (+4 eff.) Curse of Corpses A cap made of leather. Press to compare |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 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. Press to compare |
| On fingers | gold ring 'Treepain' gold ring 'Treepain'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature / 20 temporal Changes resistances: +6% nature Changes damage: +9% nature Life regen: +0.90 Maximum life: +57.00 Healing mod.: +16% Rings can have magical properties. Press to compare |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. Press to compare |
| Around waist | Umbratitan (Madness) Umbratitan (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Armour: +6 Damage when hit (Melee): 12 darkness Changes stats: +1 Dex Life regen: +0.70 Healing mod.: +11% Curse of Madness A belt that goes around your waist. Press to compare |
| Main armor | spiked iron plate armour of cold resistance (Misfortune) (3 def, 7 armour) spiked iron plate armour of cold resistance (Misfortune) (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +16% cold Curse of Misfortune A suit of armour made of metal plates. Press to compare |
| In main hand | Umbrarigor (Madness) (56.5-84.75 power, 2 apr) Umbrarigor (Madness) (56.5-84.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances: +9% darkness Changes damage: +3% nature Curse of Madness Massive two-handed mauls. Press to compare |
| Cloak | Shockveil (Misfortune) (1 def, 0 armour) Shockveil (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +1 Dex / +5 Wil / +2 Cun Light radius: +1 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Light source | Emodawyn the brass lantern Emodawyn the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +3 (+3 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +3% mind / +3% nature Mental save: +9 (+5 eff.) Silence immunity: +5% Confusion immunity: +20% Maximum life: +42.00 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. Press to compare |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 12%; cure physical)wild infusion (resist 12%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. Press to compare |
iron battleaxe (Shrouds) (13-19.5 power, 1 apr) iron battleaxe (Shrouds) (13-19.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. slime-covered steel battleaxe of erosion (Shrouds) (22.5-33.75 power, 2 apr)slime-covered steel battleaxe of erosion (Shrouds) (22.5-33.75 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% Damage (Melee): +12 temporal / +10 nature Curse of Shrouds Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar of balance (Shrouds) (5-5.5 power, 18 apr, mind damage)blooming vined mindstar of balance (Shrouds) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +3 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +17 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. vined mindstar of flames (Misfortune) (4-4.4 power, 18 apr, nature damage)vined mindstar of flames (Misfortune) (4-4.4 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: 4.0 - 4.4 Uses stats: 35% 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): 6 fire Changes resistances: +7% fire Changes resistances penetration: +5% fire Changes damage: +5% fire Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Global speed: +3% Curse of Misfortune 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. Press to compare |
Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness element) Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Misfortune It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 21.83 physical damage to all targets in line, and inflicting bleeding for another 10.91 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Press to compare |
This item will automatically be transmogrified when you leave the level. Shadecrack the steel waraxe (Misfortune) (13.5-18.9 power, 3 apr)Shadecrack the steel waraxe (Misfortune) (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +12 lightning / +8 mind When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Curse of Misfortune One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. iron waraxe 'Demongrinder' (Madness) (11.5-16.1 power, 2 apr)iron waraxe 'Demongrinder' (Madness) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +11 insidious poison When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% light / +9% darkness / +3% nature Curse of Madness One-handed war axes. Press to compare |
thick linen cloak of battle (Corpses) (1 def, 6 armour) thick linen cloak of battle (Corpses) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +10% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
This item will automatically be transmogrified when you leave the level. miner's pair of iron boots of uncanny dodging (Corpses) (2 def, 8 armour)miner's pair of iron boots of uncanny dodging (Corpses) (2 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Infravision radius: +1 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Isorille' (Misfortune) (0 def, 3 armour)pair of iron boots 'Isorille' (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes resistances: +3% mind Changes resistances penetration: +20% mind Changes damage: +9% mind Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
traveler's pair of iron boots of tirelessness (Corpses) (0 def, 3 armour) traveler's pair of iron boots of tirelessness (Corpses) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. Betalravea the iron gauntlets (Nightmares) (0 def, 1 armour)Betalravea the iron gauntlets (Nightmares) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes stats: +2 Str Critical mult.: +3.00% Physical save: +21 (+11 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Life regen: +0.60 Only die when reaching: -20.00 life Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. Cinderwoe the iron gauntlets (Nightmares) (0 def, 7 armour)Cinderwoe the iron gauntlets (Nightmares) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Damage when hit (Melee): 16 fire Changes stats: +2 Dex / +2 Cun Changes damage: +4% physical / +6% fire See invisible: +12 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
rough leather gloves (Nightmares) (0 def, 1 armour) rough leather gloves (Nightmares) (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
This item will automatically be transmogrified when you leave the level. Eilinowe the Darkimmortal (Nightmares) (0 def, 3 armour)Eilinowe the Darkimmortal (Nightmares) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +18% nature / +6% cold Changes resistances penetration: +20% darkness Changes damage: +3% darkness Allows you to breathe in: water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. Gleamrend (Nightmares) (1 def, 0 armour)Gleamrend (Nightmares) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 15% chance to blind Changes resistances: +16% acid / +9% light Changes damage: +11% acid / +9% light / +3% darkness Light radius: +3 Curse of Nightmares A pointy cloth hat, very wizardly... Press to compare |
grounding rough leather cap of strength (+2) (Madness) (0 def, 1 armour) grounding rough leather cap of strength (+2) (Madness) (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: +2 Str Changes resistances: +5% lightning / +6% temporal Curse of Madness A cap made of leather. Press to compare |
mindwoven linen wizard hat of fire (+15%) (Shrouds) (1 def, 0 armour) mindwoven linen wizard hat of fire (+15%) (Shrouds) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% fire Changes damage: +10% fire Psi each turn: +0.11 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. prismatic iron helm of dexterity (+3) (Madness) (0 def, 3 armour)prismatic iron helm of dexterity (+3) (Madness) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +10% light / +11% darkness Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
rough leather cap 'Kitofast' (Misfortune) (0 def, 1 armour) rough leather cap 'Kitofast' (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Wil Changes resistances: +3% darkness / +6% cold / +6% fire / +5% arcane / +3% nature Mental save: +3 (+2 eff.) Maximum psi: +40.00 Curse of Misfortune A cap made of leather. Press to compare |
iron mail armour (Shrouds) (2 def, 4 armour) iron mail armour (Shrouds) (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Curse of Shrouds A suit of armour made of mail. Press to compare |
spiked iron mail armour (Misfortune) (2 def, 4 armour) spiked iron mail armour (Misfortune) (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Curse of Misfortune A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour (Corpses) (2 def, 4 armour)spiked cured leather armour (Corpses) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Curse of Corpses A suit of armour made of leather. Press to compare |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. woodsman's iron pickaxe (dig speed 36 turns)woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
This item will automatically be transmogrified when you leave the level. Grinegas the JetblowGrinegas the Jetblow Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +3% fire Changes resistances penetration: +5% darkness Changes damage: +12% fire Physical save: +5 (+3 eff.) Light radius: +2 Healing mod.: +11% 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. Press to compare |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
brass lantern 'Duathelcrack' brass lantern 'Duathelcrack'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances penetration: +15% arcane / +15% darkness Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Maximum vim: +20.00 Spellpower: +4 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +8 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. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) 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) 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doochgar the Cornac Cursed level 10
1st Mirth 122nd year of Ascendancy at 08:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doochgar the Cornac Cursed level 8
78th Pyre 122nd year of Ascendancy at 11:10 see stats
Log
Deadly Poison from Ce'Nyrenne the white wolf hits Doochgar for 13 nature damage.
Doochgar misses Ce'Nyrenne the white wolf.
Ce'Nyrenne the white wolf uses Throwing Knives.
Cyrylaith the brown bear uses Ice Claw.
Cyrylaith the brown bear converts some damage to Psi!
Doochgar hits Cyrylaith the brown bear for 2 to psi, 2 physical, 6 to psi, 7 darkness, 0 arcane, 3 to psi, 3 nature, 4 to psi, 5 temporal, 2 to psi, 2 physical, 6 to psi, 7 darkness, 0 arcane, 3 to psi, 3 nature, 4 to psi, 5 temporal (64 total damage).
Cyrylaith the brown bear hits Ce'Nyrenne the white wolf for (14 parried), (14 parried) (0 total damage).
Cyrylaith the brown bear hits Doochgar for 7 cold, 3 cold (10 total damage).
Ce'Nyrenne the white wolf hits Cyrylaith the brown bear for 4 to psi, 5 cold, 3 to psi, 4 physical, 4 to psi, 5 cold, 3 to psi, 4 physical (32 total damage).
Ce'Nyrenne the white wolf's Throwing Knife hits Doochgar for 28 physical, 4 lightning (33 total damage).
Doochgar hits Ce'Nyrenne the white wolf for 5 physical, 15 darkness, 0 arcane, 8 nature, 9 temporal (37 total damage).
Ce'Nyrenne the white wolf is no longer weakened.
Cyrylaith the brown bear is no longer weakened.
Cyrylaith the brown bear's Mind Storm hits Doochgar for 30 mind damage.
Bleeding from Ce'Nyrenne the white wolf hits Doochgar for 3 physical damage.
Deadly Poison from Ce'Nyrenne the white wolf hits Doochgar for 15 nature damage.
Doochgar misses Ce'Nyrenne the white wolf.
Ce'Nyrenne the white wolf uses Ice Claw.
Doochgar begins rampaging!
Doochgar is poisoned!
Cyrylaith the brown bear uses Mind Sear.
Your hatred grows even as your life fades! (+16 hate)
Doochgar hits Ce'Nyrenne the white wolf for 5 physical, 15 darkness, 0 arcane, 8 nature, 9 temporal, 5 physical, 15 darkness, 0 arcane, 8 nature, 9 temporal (76 total damage).
Ce'Nyrenne the white wolf hits Doochgar for 38 cold, 0 lightning, 0 cold, 0 nature, 4 temporal, 7 nature, 5 lightning (54 total damage).
Cyrylaith the brown bear hits Ce'Nyrenne the white wolf for 124 mind damage.
Cyrylaith the brown bear hits Doochgar for 130 mind damage.
Doochgar resists the mind attack!
Saving game...
