










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Anorithil |
Level / Exp | 29 / 22% |
Size | medium |
Lifes / Deaths | Killed by Yvorenor the elven cultist at level 29 on the 28th Haze 122nd year of Ascendancy at 17:00 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 41 (base 41) |
Magic | 82 (base 60) |
Willpower | 24 (base 10) |
Cunning | 40 (base 28) |
Resources
Mana | 218/218 |
Negative | 48/94 |
Vim | 230/230 |
Life | -93/884 |
Positive | 99/99 |
Healing Factor | 1.2703791469194 |
Regeneration | 15.833284204997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 6 |
See Stealth | 11.496830904851 |
See Invisible | 16.496830904851 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 27 |
Accuracy | 14 |
Crit Chance | 12% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +51% |
Darkness | +96% |
Fire | +32% |
All | +23% |
Offense: Damage Penetration
Temporal | +10% |
Darkness | +10% |
Fire | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 47 (80%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 6 |
Physical Save | 26 |
Spell Save | 51 |
Mental Save | 28 |
Defense: Resistances
Darkness | + 43%( 70%) |
Acid | + 40%( 70%) |
Nature | + 42%( 70%) |
Temporal | + 35%( 70%) |
Cold | + 57%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 48%( 70%) |
All | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Confusion Resistance | 42% |
Silence Resistance | 62% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 167 damage per debuff cleansed. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 260.16 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Celestial / Eclipse | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Celestial / Glyphs | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Hymn of Detection |
talent | Hymn Nocturnalist |
talent | Corona |
talent | Premonition |
talent | Glyphs |
talent | Chant of Resistance |
beneficial effect | Temporal damage increased by 20%. Born into Magic |
beneficial effect | The target has 8 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target calls upon its inner resources, improving all damage by 23% and reducing all damage taken by 23%. Wrath of the Highborn |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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's current energy level is: 2. | 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 |
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 within8 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% nature / +12% darkness Changes resistances penetration: +10% nature Changes damage: +15% darkness Infravision radius: +2 A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +4 Dex / +6 Mag Changes resistances: +3% lightning Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% light / +3% fire / +10% darkness / +6% cold Physical save: +3 (+2 eff.) Silence immunity: +20% Maximum life: +20.00 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 10 lightning Changes stats: +2 Str Changes resistances: +6% nature / +12% fire Changes resistances penetration: +20% fire Changes damage: +9% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +5 (+3 eff.) Confusion immunity: +22% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 light Changes stats: +5 Wil / +5 Mag Changes resistances: +3% mind Maximum encumbrance: +21 Silence immunity: +22% Mana each turn: +0.17 Spellpower: +7 (+2 eff.) Light radius: +3 Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Changes resistances: +6% acid Stealth bonus: +6 Spell save: +3 (+1 eff.) Disarm immunity: +10% Confusion immunity: +20% Maximum life: +20.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +32.00% Spell save: +9 (+3 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +18.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +12% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Str / +5 Dex / +4 Mag / +8 Wil / +8 Cun Mental save: +10 (+5 eff.) Maximum life: +32.00 A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +9% lightning / +24% cold Changes damage: +15% darkness Silence immunity: +20% Knockback immunity: +20% Life regen: +4.00 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 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% nature Reduces incoming crit damage: 5.00% Physical save: +3 (+2 eff.) Spell save: +6 (+2 eff.) Knockback immunity: +20% Maximum life: +100.00 Amulets can have magical properties. |
Inventory
![]() regeneration infusion (heal 382; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 20%; mental; dur 3; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 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 nature talent. |
![]() Zerorak Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes resistances: +24% acid Changes resistances penetration: +15% mind / +20% acid Changes damage: +30% arcane / +9% mind Amulets can have magical properties. |
![]() Bogbutcher the dwarven-steel battleaxe (140% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 141% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 44% * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 Damage (Melee): +20 temporal When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Critical mult.: +10.00% Spell save: +18 (+6 eff.) Damage Shield penetration: +20% Massive two-handed battleaxes. |
![]() Nimbuspain the stralite dagger (134% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +4 cold When wielded/worn: Accuracy: +21 (+13 eff.) Armour penetration: +13 Damage when hit (Melee): 8 lightning Changes stats: +6 Cun Changes resistances penetration: +12% physical Grants telepathy: Humanoid/Orc Maximum psi: +40.00 Mental crit. chance: +4% Sharp, short and deadly. |
![]() elemental stralite dagger of massacre (149% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 93 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +11% lightning Changes damage: +8% lightning Sharp, short and deadly. |
![]() swiftstrike elven-wood longbow of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Travel speed: +200% When wielded/worn: Changes stats: +8 Wil / +6 Cun / +20 Con Maximum life: +35.00 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() living mindstar 'Adukira' (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +24% darkness / +9% cold Changes resistances penetration: +9% darkness / +15% temporal Changes damage: +19% lightning / +12% darkness / +13% fire / +14% mind / +17% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection +0.20 Cursed / Darkness Spell save: +3 (+1 eff.) Blindness immunity: +15% Knockback immunity: +10% Psi when firing a critical mind attack: +4.00 Mindpower: +13 (+6 eff.) Mental crit. chance: +9% 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. |
![]() thorny mindstar 'Dazzleguile' (100% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +13 Wil Changes resistances: +20% light Grants telepathy: Dragon Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +40 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. |
![]() bloodlich's dragonbone starstaff of greater warding (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +11 (+6 eff.) Changes stats: +4 Mag / +1 Cun / +8 Con Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +1 Command Staff +4 Ward Critical mult.: +19.00% N.Energy each turn: +0.20 Vim when firing critical spell: +6.00 Maximum vim: +40.00 Maximum neg.energy: +25.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood vilestaff of fate (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +25.00% Physical save: +9 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +16 (+5 eff.) Spell crit. chance: +9% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew vilestaff of channeling (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +1.00 Mana each turn: +0.22 Spellpower: +26 (+8 eff.) Spell crit. chance: +3% Healing mod.: +18% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elemental stralite waraxe of massacre (153% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 93 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +12% acid Changes damage: +7% acid One-handed war axes. |
![]() ravager's hardened leather belt of shielding Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes resistances penetration: +8% physical Changes damage: +7% physical It can be used to create a temporary shield that absorbs 221 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() stargazer's silk robe of Angolwen (20 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +20 (+10 eff.) Changes stats: +5 Mag / +4 Wil / +4 Cun Changes damage: +10% light / +12% darkness Silence immunity: +31% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+5 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of frost (+8%) (25 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +25 (+12 eff.) Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +8% lightning / +32% cold Changes damage: +7% lightning / +8% physical / +25% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() insulating dwarven-steel helm of blood magic (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Wil / +5 Mag Changes resistances: +9% cold / +6% fire Changes damage: +12% blight / +11% arcane Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() mindcaging hardened leather cap (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% mind Mental save: +15 (+8 eff.) Confusion immunity: +23% A cap made of leather. |
![]() starseer's cashmere wizard hat of darkness (+19%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% darkness Changes damage: +6% physical / +6% temporal / +6% light / +19% darkness A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 25.23 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +7% mind Mental save: +15 (+8 eff.) Life regen: +3.00 Equilibrium when hit: +0.28 Maximum life: +68.00 Maximum hate: +4.00 Mindpower: +9 (+4 eff.) Healing mod.: +14% A suit of armour made of mail. |
![]() 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 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Glyph of Citrus the Higher Anorithil level 12
5th Dusk 122nd year of Ascendancy at 22:55 see stats
By Glyph of Citrus the Higher Anorithil level 24
1st Haze 122nd year of Ascendancy at 03:48 see stats
By Glyph of Citrus the Higher Anorithil level 29
15th Haze 122nd year of Ascendancy at 02:27 see stats
By Glyph of Citrus the Higher Anorithil level 10
4th Mirth 122nd year of Ascendancy at 17:35 see stats
By Glyph of Citrus the Higher Anorithil level 20
65th Dusk 122nd year of Ascendancy at 20:05 see stats
By Glyph of Citrus the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 09:18 see stats
By Glyph of Citrus the Higher Anorithil level 25
6th Haze 122nd year of Ascendancy at 01:26 see stats
By Glyph of Citrus the Higher Anorithil level 9
4th Mirth 122nd year of Ascendancy at 01:13 see stats
By Glyph of Citrus the Higher Anorithil level 11
9th Mirth 122nd year of Ascendancy at 00:08 see stats
By Glyph of Citrus the Higher Anorithil level 22
75th Dusk 122nd year of Ascendancy at 14:34 see stats
By Glyph of Citrus the Higher Anorithil level 18
43rd Dusk 122nd year of Ascendancy at 14:58 see stats
Log
Infusion: Regeneration is still on cooldown for 13 turns.
Elven cultist casts Dark Portal.
The protective shield of Glyph of Citrus disappears.
The shield around Glyph of Citrus crumbles.
Elven cultist slows down.
Glyph of Citrus casts Dust to Dust.
Yvorenor the elven cultist shrugs off Glyph of Citrus's 'Blinded'!
Rested for 4 turns (stop reason: hostile spotted to the south (Yvorenor the elven cultist)).
Hymn of Detection hits Yvorenor the elven cultist for 18 darkness, 31 temporal, 27 physical (75 total damage).
Glyph of Citrus uses Wrath of the Highborn.
Glyph of Citrus radiates power.
Glyph of Citrus casts Starfall.
Yvorenor the elven cultist casts Grace of the Eternals.
Yvorenor the elven cultist speeds up.
Yvorenor the elven cultist casts Rune: Stormshield.
Yvorenor the elven cultist summons a storm to protect him!
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Glyph of Citrus stops regenerating health quickly.
Hymn of Detection hits Yvorenor the elven cultist for 20 darkness damage.
Glyph of Citrus casts Starfall.
Yvorenor the elven cultist shrugs off the effect 'Stunned'!
Glyph of Citrus hits Yvorenor the elven cultist for (136 stormshielded), 0 darkness (0 total damage).
Melee retaliation hits Yvorenor the elven cultist for 9 lightning, 23 darkness, 2 cold, 19 light (53 total damage).
Yvorenor the elven cultist hits Glyph of Citrus for 27 physical damage.
Yvorenor the elven cultist's mind surges with critical power!
Yvorenor the elven cultist uses his torque!
Saving game...