Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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: 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Streamlined Early Game 1.5.1Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 32 / 25% |
| Size | small |
| Lifes / Deaths | Killed by Isiwen the greater telugoroth at level 32 on the 29th Regrowth 123rd year of Ascendancy at 04:29 / 2Killed by Beturitta the telugoroth at level 32 on the 29th Regrowth 123rd year of Ascendancy at 04:41 |
Primary Stats
| Strength | 19 (base 15) |
| Dexterity | 14 (base 13) |
| Constitution | 21 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 70 (base 60) |
| Cunning | 70 (base 60) |
Resources
| Life | -18/582 |
| Hate | 109/109 |
| Equilibrium | 0 |
| Healing Factor | 2.346387434555 |
| Regeneration | 5.2793717277487 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -44.059405940594% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 51 |
| Crit Chance | 25% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 51 |
| Crit Chance | 21% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 24% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 48.118138619369 (56.923076923077%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 23 |
| Physical Save | 31 |
| Spell Save | 48 |
| Mental Save | 45 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 50% |
| Teleport Resistance | 15% |
| Disarm Resistance | 34% |
| Bleed Resistance | 40% |
| Silence Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
| detrimental effect | The target is on fire, taking 39.21 fire damage per turn. Burning |
| detrimental effect | Reduces your three highest stats by 10. Regression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Guarding against melee damage: Will dismiss up to 4 damage from the next 1.7 attack(s). Guarded |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
| detrimental effect | Movement speed is reduced by 44%. Slow movement |
| detrimental effect | On death will restore to the source up to 2 times the vim's worth. Bleak Outcome |
| beneficial effect | An unseen force strikes from 2 to 3 targets in a range of 5 around this creature every turn, doing 104 damage and knocking them back for 2 tiles. Unseen Force |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 133. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed sandworm tooth. * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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 ice wyrm tooth. * You've found the needed green worm. 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 length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bloated horror heart. 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 vial of wight ectoplasm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | active |
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 | Glimitha the Prismworth (0 def, 5 armour) Glimitha the Prismworth (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 light / 4 acid Changes stats: +3 Mag / +4 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +6% light Spell save: +4 (+1 eff.) Silence immunity: +31% Confusion immunity: +31% Stun/Freeze immunity: +30% Lowers spell cool-downs by: 10% Mindpower: +5 (+1 eff.) Light radius: +2 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +41.00 Light radius: +2 Healing mod.: +10% 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 | dwarven-steel helm 'Plaguestreak' (0 def, 4 armour) dwarven-steel helm 'Plaguestreak' (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% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Wil Changes resistances: +9% temporal / +11% blight / +6% fire / +5% arcane / +6% cold Mental save: +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Shadepunish' (0 def, 2 armour) dwarven-steel gauntlets 'Shadepunish' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +2 Damage (Melee): 5 acid / 5 fire / 6 lightning / 6 cold Damage when hit (Melee): 8 darkness Changes stats: +3 Dex / +3 Mag / +3 Wil / +4 Con Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Physical save: +14 (+7 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +34% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gilravea the dwarven-steel pickaxe (dig speed 24 turns) Gilravea the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Spell save: +30 (+10 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +15% Spell crit. chance: +5% Infravision radius: +1 Damage Shield penetration: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Getegandil the voratun ring Getegandil the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +1 Str / +4 Con Changes resistances: +29% acid / +19% fire / +20% cold / +17% lightning Changes resistances penetration: +20% mind Spell save: +16 (+5 eff.) Mental save: +10 (+4 eff.) Confusion immunity: +39% Maximum stamina: +22.00 Healing mod.: +10% Rings can have magical properties. |
| On fingers | Lustrerock the voratun ring Lustrerock the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+6 eff.) Effects on melee hit: * 16% chance to cause random gloom * 30% chance to blind Damage (Melee): 20 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +14 Cun / +6 Dex Changes resistances: +17% blight / +9% light Changes resistances penetration: +5% nature / +10% light Changes damage: +17% blight Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | Singepiercer SingepiercerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Damage when hit (Melee): 4 fire / 12 physical Changes resistances penetration: +5% fire Changes damage: +9% physical Cut immunity: +40% Maximum stamina: +5.00 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Bloomsoul (Madness) (8-8.8 power, 13 apr, nature damage) Bloomsoul (Madness) (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Bloom Heal (costing 60 power out of 16/60) : Effective talent level: 1.0 Power cost: 60 out of 16/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 42 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Umbrashine the vined mindstar (Shrouds) (5-5.5 power, 18 apr, nature damage) Umbrashine the vined mindstar (Shrouds) (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: 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% Burst (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 11 mind / 20 darkness Changes resistances penetration: +25% mind Changes damage: +5% mind / +4% darkness Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
| Cloak | Bokidin (2 def, 6 armour) Bokidin (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Changes stats: +3 Str / +4 Dex / +4 Con Changes resistances: +9% mind Physical save: +8 (+4 eff.) Maximum life: +56.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lisoma (2 def, 21 armour) Lisoma (2 def, 21 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +4 Armour: +21 Defense: +2 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Maximum life: +20.00 Healing mod.: +25% A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 213) healing infusion of the psychic (heal 213)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and 1 poison effect. Its effects scale with your 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 ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 298 over 5 turns) regeneration infusion of the psychic (heal 298 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. 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 ability. |
steel amulet 'Galiyon' steel amulet 'Galiyon'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Armour: +2 Changes stats: +5 Str / +3 Con Critical mult.: +3.00% Only die when reaching: -80.00 life Amulets can have magical properties. |
dwarven-steel greatsword 'Polomisebeth' (Corpses) (50-80 power, 2 apr) dwarven-steel greatsword 'Polomisebeth' (Corpses) (50-80 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +9 nature / +9 temporal When wielded/worn: Physical crit. chance: +10.0% Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Changes stats: +3 Wil Changes resistances: +9% mind Silence immunity: +5% Disarm immunity: +5% Curse of Corpses Massive two-handed swords. |
Islenn the pair of iron boots (0 def, 3 armour) Islenn the pair of iron boots (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: +2% Changes stats: +5 Wil Changes resistances penetration: +20% mind Mental save: +30 (+10 eff.) Stamina each turn: +0.40 Maximum stamina: +15.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Poletira the Gleamglamour (0 def, 1 armour) Poletira the Gleamglamour (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +1 Fatigue: -6% Damage when hit (Melee): 20 light Changes stats: +6 Str / +4 Mag Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Eremezor' (0 def, 3 armour) drakeskin leather gloves 'Eremezor' (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 8 lightning Damage when hit (Melee): 8 blight Changes stats: +3 Str / +5 Dex / +3 Mag / +5 Cun Changes resistances: +9% lightning Changes damage: +7% lightning Spell save: +20 (+7 eff.) Spellpower: +6 (+5 eff.) Light radius: +2 See invisible: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubylewyn the iron gauntlets (0 def, 1 armour) Zubylewyn the iron gauntlets (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 Dex / +2 Mag / +6 Cun Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +24% Light radius: +3 Infravision radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Ivudarin' (0 def, 3 armour) iron helm 'Ivudarin' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +6 Str / +2 Dex / +5 Mag / +2 Wil Reduces incoming crit damage: 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Lorydil the Woehash Lorydil the WoehashCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +3% darkness Changes resistances penetration: +15% fire Changes damage: +6% darkness / +12% fire Blindness immunity: +21% Confusion immunity: +11% Light radius: +6 See stealth: +7 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 8 turns. The radius will increase with your Cunning. 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 88/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Xurama [power 2] (13/10 cooldown) Xurama [power 2] (13/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind / 8 temporal Changes resistances: +6% temporal Changes damage: +24% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Sunshine the Yeek Doomed level 29
56th Haze 122nd year of Ascendancy at 01:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sunshine the Yeek Doomed level 22
68th Dusk 122nd year of Ascendancy at 05:41 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By Sunshine the Yeek Doomed level 31
63rd Haze 122nd year of Ascendancy at 20:16 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sunshine the Yeek Doomed level 25
1st Haze 122nd year of Ascendancy at 18:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sunshine the Yeek Doomed level 10
3rd Dusk 122nd year of Ascendancy at 23:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sunshine the Yeek Doomed level 20
57th Dusk 122nd year of Ascendancy at 13:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sunshine the Yeek Doomed level 30
62nd Haze 122nd year of Ascendancy at 18:50 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sunshine the Yeek Doomed level 25
45th Haze 122nd year of Ascendancy at 05:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sunshine the Yeek Doomed level 13
12nd Dusk 122nd year of Ascendancy at 20:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sunshine the Yeek Doomed level 10
6th Dusk 122nd year of Ascendancy at 20:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sunshine the Yeek Doomed level 24
74th Dusk 122nd year of Ascendancy at 08:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sunshine the Yeek Doomed level 17
37th Dusk 122nd year of Ascendancy at 13:19 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sunshine the Yeek Doomed level 32
29th Regrowth 123rd year of Ascendancy at 04:29 see stats
Log
Beturitta the telugoroth's fire area effect hits Beturitta the telugoroth for 37 fire damage.
Isiwen the greater telugoroth's Turn Back the Clock hits Sunshine for 109 temporal damage.
Sunshine shrugs off the effect 'Regression'!
Your hatred grows even as your life fades! (+4 hate)
Beturitta the telugoroth's Turn Back the Clock hits Sunshine for 79 temporal damage.
Isiwen the greater telugoroth casts Temporal Bolt.
Isiwen the greater telugoroth hits Shadow for 123 temporal damage.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow casts Shadow Lightning.
Shadow feeds you hate from its latest victim. (+8 hate)
Shadow hits Isiwen the greater telugoroth for 163 physical damage.
Shadow hits Isiwen the greater telugoroth for 201 lightning damage.
Isiwen the greater telugoroth hits Shadow for 0 temporal damage.
Your hatred grows even as your life fades! (+4 hate)
Sunshine's mind surges with critical power!
Shadow killed Isiwen the greater telugoroth!
Sunshine receives 13 healing from Unnatural Body.
Sunshine hits Fire drake hatchling for 123 physical damage.
Sunshine hits Beturitta the telugoroth for 114 physical damage.
Burning from Islareriba the fire drake hits Sunshine for 29 fire damage.
Burning from Islareriba the fire drake hits Fire drake hatchling for 0 fire damage.
Burning from Islareriba the fire drake hits Fire drake hatchling for 0 fire damage.
Burning from Islareriba the fire drake hits Fire drake for 0 fire damage.
--------------------------------
Shadow casts Fade.
Shadow fades!
Saving game...
