










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. 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: Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Improved Auto-explore and Rest 1.5.5Quality 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. Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ghoul |
Class | Arcane Blade |
Level / Exp | 50 / 9239% |
Size | big |
Lifes / Deaths | Killed by orc cryomancer at level 50 on the 4th Decay 122nd year of Ascendancy at 23:03 / 1 |
Primary Stats
Strength | 120 (base 60) |
Dexterity | 120 (base 60) |
Constitution | 120 (base 60) |
Magic | 120 (base 60) |
Willpower | 120 (base 60) |
Cunning | 89 (base 29) |
Resources
Life | -84/1986 |
Mana | 15/594 |
Stamina | 287/317 |
Healing Factor | 1.5969899665552 |
Regeneration | 17.959992644166 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 12 |
Lite | -994 |
Infravision | 22 |
See Stealth | 84.852124373526 |
See Invisible | 99.852124373526 |
Offense: Mainhand
Damage | 456 |
Accuracy | 107 |
Crit Chance | 208% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +158% |
Light | +109% |
Nature | +127% |
Blight | +109% |
Acid | +106% |
Fire | +148% |
All | +100% |
Offense: Damage Penetration
Acid | +15% |
Light | +20% |
Temporal | +26% |
Blight | +20% |
Arcane | +20% |
Mind | +29% |
Darkness | +62% |
Defense: Base
Armour (hardiness) | 61.723073231957 (93.924050632911%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 65 |
Mental Save | 66 |
Defense: Resistances
Acid | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +100%( 70%) |
Darkness | + 70%( 70%) |
Light | + 80%( 80%) |
Temporal | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Mind | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 40% |
Bleed Resistance | 100% |
Knockback Resistance | 30% |
Fear Resistance | 100% |
Stun Resistance | 38% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 99.18 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.57 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Ghoul | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Precise Strikes |
talent | Shock Hands |
talent | Arcane Combat |
talent | Fiery Hands |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 594 HP on the iceblock remaining. Frozen |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned lone alchemist to death. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by orc grand master assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 3 of Dreadfell) | failed |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed black mamba head. * You've found the needed snow giant kidney. 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. * You've found the needed length of troll intestine. * You've found the needed pouch of faeros ash. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Armour: +20 Fatigue: +3% Changes stats: +3 Dex / +2 Con Changes resistances: +18% darkness / +22% temporal Changes resistances penetration: +20% blight / +16% temporal / +16% darkness / +15% acid Stamina each turn: +0.60 Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.5 - 82.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +19 Crit. chance: +17.0% Capacity: 24 On weapon hit: * 40% chance to inflict 15% damage reduction * Random elemental explosion Travel speed: +200% Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +12 physical Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 437.00 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+0 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +15% lightning / +9% cold / +9% mind Physical save: +19 (+5 eff.) Pinning immunity: +25% Stun/Freeze immunity: +25% A cap made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +2 Str / +3 Dex / +10 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +5% arcane / +6% light Light radius: +3 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Mag / +2 Cun / +4 Con Changes resistances: +32% lightning Changes damage: +16% lightning Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +6% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 34% Damage when hit (Melee): 12 light Changes stats: +4 Wil Changes resistances: +26% acid / +26% fire / +21% cold / +23% lightning Changes damage: +15% nature / +9% light Mental save: +30 (+7 eff.) Mental crit. chance: +5% Light radius: +3 Rings can have magical properties. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +2 Str / +9 Dex / +1 Mag / +6 Cun Changes resistances: +15% lightning / +22% temporal Changes resistances penetration: +10% temporal Reduces incoming crit damage: 15.00% Maximum life: +70.00 Mental crit. chance: +15% Infravision radius: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 92.0 - 138.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +13 Dex / +3 Cun / +3 Con Changes resistances: +15% fire Changes resistances penetration: +19% mind / +21% darkness Changes damage: +6% acid Infravision radius: +2 Massive two-handed mauls. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+3 eff.) Armour: +2 Changes stats: +5 Dex Changes resistances: +12% darkness Changes resistances penetration: +10% mind Mental save: +12 (+3 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 1) on hit: +8 darkness / +16 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+0 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 36% Changes resistances: +27% lightning Changes resistances penetration: +25% darkness Changes damage: +12% nature Reduces incoming crit damage: 18.00% Poison immunity: +25% Pinning immunity: +15% Knockback immunity: +30% Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +3 Cun Changes resistances: +15% fire Changes damage: +6% fire Critical mult.: +20.00% Physical save: +11 (+3 eff.) Mental save: +29 (+7 eff.) Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light / 16 blight Changes stats: +6 Con Changes resistances: +5% arcane / +6% light Changes resistances penetration: +20% arcane / +20% light Changes damage: +9% blight Talent mastery: +0.37 Technique / Shield offense Physical save: +20 (+5 eff.) Blindness immunity: +40% Life regen: +2.10 Maximum life: +80.00 Infravision radius: +8 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes stats: +3 Wil Changes resistances: +15% acid Changes damage: +12% arcane Mental save: +9 (+2 eff.) Confusion immunity: +16% Mindpower: +9 (+3 eff.) Amulets can have magical properties. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to disease Damage (Melee): +25 blight Burst (radius 1) on hit: +17 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Damage when hit (Melee): 8 blight Changes stats: +1 Mag Critical mult.: +42.00% Disease immunity: +35% Massive two-handed swords. |
![]() dragonbone vilestaff 'Betuba' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 20 physical Changes stats: +7 Cun / +11 Con Changes resistances: +6% light / +15% temporal Changes resistances penetration: +20% physical Changes damage: +30% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Disease immunity: +20% Pinning immunity: +15% Life regen: +1.90 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% See invisible: +15 Healing mod.: +24% Staves designed for wielders of magic, by the greats of the art. |
![]() blurring drakeskin leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+13 eff.) Changes stats: +6 Wil / +5 Mag Stealth bonus: +15 Spell crit. chance: +5% A belt that goes around your waist. |
![]() silk robe 'Adura' (12 def, 10 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+2 eff.) Ranged Defense: +9 (+5 eff.) Effects on melee hit: * Slows global speed by 47% Changes resistances: +18% temporal / +27% fire / +6% light / +4% physical Changes damage: +18% fire Critical mult.: +10.00% Mental save: +9 (+2 eff.) Stun/Freeze immunity: +15% Maximum hate: +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +4 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 18 physical Changes resistances: +9% darkness Changes damage: +9% temporal Physical save: +34 (+9 eff.) Disease immunity: +25% Pinning immunity: +30% Stun/Freeze immunity: +25% A suit of armour made of mail. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 108 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() pouch of stralite shots 'Glorutira' (23/23, 81-97.2 power, 16 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 81.0 - 97.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +5.5% Capacity: 23 Travel speed: +300% Damage (Ranged): +16 mind / +12 physical Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +16 mind When wielded/worn: Ammo reloads per turn: +6 Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By LOL the Ghoul Arcane Blade level 50
55th Haze 122nd year of Ascendancy at 03:04 see stats
By LOL the Ghoul Arcane Blade level 50
52nd Haze 122nd year of Ascendancy at 20:37 see stats
By LOL the Ghoul Arcane Blade level 50
68th Haze 122nd year of Ascendancy at 18:28 see stats
By LOL the Ghoul Arcane Blade level 50
65th Haze 122nd year of Ascendancy at 01:09 see stats
By LOL the Ghoul Arcane Blade level 10
74th Pyre 122nd year of Ascendancy at 12:13 see stats
By LOL the Ghoul Arcane Blade level 20
74th Pyre 122nd year of Ascendancy at 15:01 see stats
By LOL the Ghoul Arcane Blade level 30
74th Pyre 122nd year of Ascendancy at 21:14 see stats
By LOL the Ghoul Arcane Blade level 40
75th Pyre 122nd year of Ascendancy at 15:20 see stats
By LOL the Ghoul Arcane Blade level 50
76th Pyre 122nd year of Ascendancy at 03:41 see stats
By LOL the Ghoul Arcane Blade level 30
74th Pyre 122nd year of Ascendancy at 21:18 see stats
By LOL the Ghoul Arcane Blade level 50
55th Dusk 122nd year of Ascendancy at 21:04 see stats
By LOL the Ghoul Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By LOL the Ghoul Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By LOL the Ghoul Arcane Blade level 50
65th Haze 122nd year of Ascendancy at 03:05 see stats
By LOL the Ghoul Arcane Blade level 18
74th Pyre 122nd year of Ascendancy at 14:57 see stats
By LOL the Ghoul Arcane Blade level 50
59th Haze 122nd year of Ascendancy at 19:29 see stats
By LOL the Ghoul Arcane Blade level 50
10th Flare 122nd year of Ascendancy at 17:08 see stats
By LOL the Ghoul Arcane Blade level 50
52nd Haze 122nd year of Ascendancy at 15:21 see stats
Log
LOL shrugs off the critical damage!
LOL is free from the ice.
LOL hits Iceblock for 166 lightning, 325 fire, 45 light, 36 blight, 259 physical, 166 lightning, 325 fire, 45 light, 36 blight (1400 total damage).
LOL resists the wave!
Orc cryomancer's cold repulsion area effect hits LOL for 44 cold, 36 physical (79 total damage).
Orc cryomancer's ice storm area effect hits LOL for 93 cold damage.
Orc cryomancer's ice storm area effect hits LOL for 121 cold damage.
LOL resists the wave!
LOL resists!
Orc cryomancer's cold repulsion area effect hits LOL for 44 cold, 36 physical (79 total damage).
Orc cryomancer's ice storm area effect hits LOL for 121 cold damage.
Orc cryomancer's ice storm area effect hits LOL for 121 cold damage.
Ran for 2 turns (stop reason: taken damage).
LOL resists!
LOL is knocked back!
LOL shrugs off the effect 'Frozen'!
Orc cryomancer's cold repulsion area effect hits LOL for 44 cold, 36 physical (79 total damage).
Orc cryomancer's ice storm area effect hits LOL for 121 cold damage.
Orc cryomancer's ice storm area effect hits LOL for 121 cold damage.
Talent Death Dance is ready to use.
LOL shrugs off the effect 'Frozen'!
Orc cryomancer's ice storm area effect hits LOL for 121 cold damage.
Orc cryomancer's ice storm area effect hits LOL for 121 cold damage.
LOL is less impervious to physical effects.
LOL uses Death Dance.
LOL become impervious to physical effects.
LOL is encased in ice!
Saving game...